High Tide

really like two-player abstract strategy games. When I saw High Tide at the Underdog Games booth at Gen Con on the first day of the show, my interest was immediately piqued. What with one thing and another, I didn't make it back around to check it out until Sunday. And I lucked out – not only did they still have five copies left, but the designer, Marceline Leiman, was at the booth! She was lovely, and I snagged an autographed copy of the game. I had glanced at the rules, but hadn't actually played a demo; the tables were packed every time I went by (admittedly a great sign).

Now I'm not necessarily one to judge by a cover, but I will absolutely judge a game by its components if they communicate something compelling. And my god, does High Tide ever. I mean, look.

Marceline Leiman's High TideStacked pastel-colored tiles featuring beachy motifs.

Now that I've played, though, I can give a better recommendation than just "look at this." It shares a couple elements with Hive – stackable hexagons, and a rule that they must stay connected – but the gameplay is a lot more streamlined and can be taught in under a minute. If you liked Hive, you'll like High Tide. If you wanted to like Hive, but found the movement rules too arcane, you will probably like High Tide a lot better. Beyond the beautifully simple rules and quick, tactical gameplay, the game is a delightful tactile experience. The painted wood tiles are incredibly touchable and the game comes with a cute printed canvas bag, which I'll be using to carry it everywhere for a while.

I can't wait to play a game (or five) on the beach this summer!

-- Irene Zielinski