| Gamer Dad
Unplugged
Matt Carlson
September 2004
USA
My favorite game in my entire game
collection is currently Cloud 9, published by
Out of the Box Publishing. It is a very light and friendly
game that can be quickly explained and played in about
20 to 30 minutes. I have other, deeper and more strategic
games that I enjoy even more, but they require a more
strategic group as well as a longer time requirement.
For a short and fun game playable in about half an hour,
Cloud 9 fits the bill perfectly.
The game is loosely set around a theme of riding in
a hot air balloon which is simulated by a cute rubberized
plastic gondola with slots for up to six pieces, each
piece representing a player. One player is the pilot
of the balloon and he or she rolls a number of six-sided
dice each of which have four colored sides and two blank
sides. After rolling the dice, the pilot must then discard
a card from their hand for every colored side showing
on the dice. If the pilot can discard the necessary
cards, the gondola and all its riders are moved up one
cloud on the gameboard. If not, the gondola and all
its passengers come crashing down to the bottom of the
board and everyone gets to add one card to their hand.
Either way, the pilot position is then passed along
to the next person at the table who is still in the
gondola.
The game is played to 50 points. Points are gained
by jumping out of the gondola BEFORE it crashes. Each
successive cloud level on the gameboard is worth more
points. Jumping out at cloud one, before the gondola
has moved even once, gets you a single point. However,
waiting until cloud five to jump nets you nine points.
Make it all the way to cloud nine and you win a whopping
25 points. Adding to the challenge are the number of
dice used by the pilot. For the first few levels, only
two dice are rolled. Later clouds require three dice
to roll and in the last two levels the pilot must roll
all four dice.
While there is a fair amount of randomness in the
game, the strategy and fun lies in trying to guess when
is the best time to bail out. Almost everyone stays
in the gondola for the first few turns, but once the
three dice levels show up, people start to bail out.
Since the pilot is never allowed to jump out, players
with poor hands soon learn to hop out of the balloon
just before it is their turn. While a pilot must play
their color cards if they can, they can always save
a wild card for later. A single wild card takes the
place of any number of color cards, so they are great
to save for those hard-to-make four dice rolls when
only a few people are still in the gondola.
As mentioned, the game parts are top notch, with a
cute little gondola and little wooden pawns that fit
into six slots on the top. The gameboard itself is a
surprisingly long bright sky-blue board with large white
fluffy clouds in the center and a scoring track running
around the outside edge. The cards are brightly colored
and have a nice plastic coating, but seem a bit thin
making them slightly harder than normal to shuffle.
All these nifty pieces fit into a small box a little
bigger than two fists in size making the game very portable.
Since every person riding in the balloon is essentially
cheering on the pilot and their die rolls, the game
has a very cooperative feel. While players can fail
to move the gondola and force it to crash back into
the ground, there is no direct competition between players
making it safe for families that sometimes have aggression
issues. It is a family board game, so gamers who exclusively
play deep strategic titles will probably find the depth
of play lacking, but with such easy to grasp rules,
fast playing time, and inexpensive price it is a game
that should fit into almost any family’s board
game library. I’ve little doubt this one will
make it into my 2004 Christmas shopping guide.
Kid Factor: This seems to me to be a
perfect, fun, family game. While everyone is
competitive, there is no direct antagonistic competition.
If anything, playing the game seems to have a large
feeling of cooperation as everyone in the balloon is
always hoping for another bump up the scoring ladder.
Some wisdom is needed to know when to jump out, but
there is enough randomness through cards and dice rolls
to level the playing field between players of disparate
ages.
Reviewer Recommended Ages: 8+, a little younger with
some coaching
Genre: Light Family Game
Score: 5 out of 5
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