Thursday, December 6, 2018

Building a better dinosaur


Dinosaur Island is almost exactly the game I wanted it to be. I really like engine-building games, where the goal is to use the game's options to build up a point-generating mechanism. This game lets you do just that, offering meaningful and thematic choices in the process: do I focus on tons of different dinosaurs, or do I balance them with other attractions like carnival rides and snack shops? Do I play it slow and safe with plenty of security, or do I allow the occasional dinosaur to escape its pen and eat a visitor or two, hoping to mitigate the damage later?

The game structure is complex but not complicated; I find that we rarely need to consult the rules while playing, which to me is a sign of a well-designed game. Each turn is broken up into four phases: in the first, dice are rolled to determine which DNA strands are available for the turn, then players go through a few rounds of worker placement, deciding whether to research new DNA, increase DNA storage so more can be stockpiled, or grab dinosaur "recipes" in order to create animals for their parks.

Next comes a buying phase, where players spend their cash on equipment upgrades, staff specialists, and secondary park attractions such as restaurants and gift shops. After that is the game's main worker placement phase, where players clone new dinosaurs, build larger habitats for them, increase security, and gather investment capital.


Finally comes the park phase, which is a delicate balancing act of attracting visitors and making sure they all have something to do in the park. Each dinosaur has an excitement value, which determines how many visitors line up outside your park. You gain income from all these visitors, but you only get points for the ones that find something to do in the park, whether it is actually looking at a live dinosaur, or thrilling to carnival rides with amusing names like "Jurassic Whirled."

Some dinosaurs (generally the large, carnivorous ones) are more exciting than others, so if you have a lot of these you will find yourself with more visitors than you have space (which is why you need thrill-rides and gift shops). Additionally, the visitors are drawn randomly out of a bag, which contains a number of "hooligans" who don't pay admission and take up valuable space in your park. And if you don't have enough security, dinosaurs will escape and eat your paying customers, which loses you points.

Event cards provide different global game effects, and the conditions that end the game are drawn randomly as well, so no two games are much alike. Even frequent players are forced to try out different strategies depending on what the global effects and end conditions are, and what resources are available from turn to turn,

You may notice that at the beginning of this review I stated "almost exactly the game I wanted it to be." My only quibble with Dinosaur Island (and it is a minor quibble at that) is the obnoxious graphic design. It's intended to evoke the early 1990s when Jurassic Park was first released, but I find all the pink and yellow just a little bit off-putting. Not enough to stop me from enjoying the game though.

Rating: 5 (out of 5) A terrific game with a lot of meaningful decisions to make, and a ton of replay value. And I guess the graphics aren't that bad...