(Sometimes games that have gone out of print return to entertain a new set of game players. Sometimes, these games are “serious” simulations. But, more often than not, they are simply enjoyable games, easy for all ages to enjoy. This is what has happened with Cloud 9, a “lighter than air” diversion that has been given new life with a new edition from Out of the Box Games – featured this issue. But what was the deal with the original edition? Here is how we saw the original Cloud 9 back in the Fall 1999 issue of GA REPORT.)
Reviewed by Herb Levy
CLOUD 9 (F.X. Schmid USA, Inc., out of print)
Players float through the clouds scooping up “magic crystals” in Cloud 9, a family oriented game which combines strategy with some testing of your nerves!
Cloud 9 is a two to six player game from Aaron Weissblum. The game comes boxed with 12 wooden figures (2 each in six colors), a wooden balloon piece, four wooden “cloud dice”, mounted board, rules folder and 80 cards. For ages 10 and up (but suitable for even younger ages), a session of Cloud 9 takes than less than 45 minutes to play.
To begin, each player takes his two matching color pieces and places on on the scoring track (found on the board perimeter) and one on the balloon picture on the board. The balloon counter is placed on the bottom cloud (Cloud 1). The deck of cards is shuffled and players are dealt a starting hand of six with the remainder placed aside.
Beginning on Cloud 1, the balloon, with each player turn, will attempt to rise a level until it reaches Cloud 9. ON his turn, a player must roll two or more of the special “cloud dice” (as noted on the cloud occupied). These six sided dice have two blank faces; the other faces show a red, blue, green or yellow cloud. The combination rolled is the set of cards needed for the balloon to rise to the next cloud but before that player attempts to meet the requirements, ALL of the other players must declare whether they are jumping off the balloon or staying on in the hopes of rising to the next level.
The 80 cards consist of three different types. The most plentiful are cards which show one of the four colors of the game (red, blue, green and yellow). Umbrella cards act like wild cards, meeting ALL requirements for an upward move. (This card is extremely valuable as it can take the place of up to FOUR cards!) The “Pass the Barn” card shifts the onus onto another player, forcing him to meet the requirements to move the balloon onwards and upward – or face the consequences if he fails!
If jumping off, the player nets the number of crystals listed on the cloud. (Crystal amounts start at one and quickly escalate to 25 if you make it all the way to Cloud 9.) If the requirements are met, those players remaining on the balloon continue to travel upward. But if the requirements are NOT met, that particular balloon ride is over and ALL players still on the balloon receive NOTHING for their trouble! Once a balloon ride ends, the balloon counter returns to Cloud 1, all players again occupy the balloon, and all players receive ONE (and only one) card from the deck as a “reinforcement” for their hand.
Limited hand replenishment to only one card per balloon ride is a nice balancing touch. So is the rule allowing the player in last place on the scoring track to draw two cards immediately once any player reaches (or passes) the 11, 22 or 33 scoring mark. But the optional rules adding bluffing and using 3, 4, or 5 of a kind to “Pass the Barn” or substitute for another card or force a player off the balloon seem forced and unnecessary. The first player to reach (or pass) 45 wins!
Cloud 9 is as light a game as the helium used to fill these balloons. But it has plenty of charm and is a great vehicle for play between parents and children. – – Herb Levy
Copyright 1999, all rights reserved.
Winter 2005 GA Report Articles
Reviewed by Herb Levy (Australian Design Group, 2-7 players, ages 7 and up, 7 hours but variable depending on scenario; $70) World history has often been mirrored in the games we play with the rise and fall of civilizations being the focus. But covering history on a grand scale is a daunting task challenging the most adept game designers. There have been notable attempts over ...
Read More
Reviewed by Frank Branham (Kosmos/Rio Grande, 3-6 Players, 60 Minutes; $37.95) "When you turn one of these up, do you get Shirley MacLaine?" - Steven Carlberg, first time Around the World in 80 Days player. The Kosmos box for Around the World in 80 Days is a little confusing as the little blurb right up at the top shows clearly that the game was designed ...
Read More
Reviewed by Herb Levy (Outset Media, 2-6 players, ages 12 and up, about 60 minutes; $29.99) One of the crimes of modern times is the theft of archeological treasures. In Artifact, you do something about it as part of an Artifact Recovery Team, winging your way around the world to recover these stolen goods. Artifact comes boxed with a mounted board depicting the world bordered ...
Read More
Reviewed by Herb Levy (Face to Face Games, 3-5 players, ages 10 and up, 30+ minutes; $22.95) There's something about the American Wild West that fascinates Europeans and the American west takes center stage in Boomtown, the new collaboration from Bruno Cathala and Bruno Faidutti. The premise of the game is simple: players are prospectors searching for gold during the gold rush, competing for mine ...
Read More
Reviewed by Herb Levy (Out-of-the-Box GAMES, 3- 6 players, ages 8 and up; 20-30 minutes; $12.99) Some games dare you to risk it all! This generally brings to mind wargames (when you commit your troops in a last ditch attempt to turn the tide of battle) or casino gambling (when you hope and pray that the right card or roulette number comes up). Yet, the ...
Read More
[Al Newman has had a varied career as a game designer since he entered this arena in 1973. His work has appeared in early issues of GAMES Magazine, for example, and his considerable design credits include Super 3 (Milton Bradley), Babuschka (Ravensburger), Match 3 (Nathan), Wacky Wizard (Western) as well as many early computer designs such as Domination (which won the first First prize ever ...
Read More
The Thirteen Club There seems to be a club for every interest. Stamps, coins, politics, you name it; the list goes on forever. Why should games be any different? If you're reading this, you're in the club, for you share an interest in games with the rest of us. And, if you're reading this, you're also in another club: The Thirteen Club. Thirteen and superstitions ...
Read More
(Sometimes games that have gone out of print return to entertain a new set of game players. Sometimes, these games are "serious" simulations. But, more often than not, they are simply enjoyable games, easy for all ages to enjoy. This is what has happened with Cloud 9, a "lighter than air" diversion that has been given new life with a new edition from Out of ...
Read More
[It's been awhile since we revisited great games from the past that have departed from the shelves of the marketplace. In past installments of our Game Classics series, we have featured an incredible assortment of brilliant designs: Astron, Bantu, Broker, Can't Stop, Daytona 500, Focus, Holiday, Kimbo, Mr. President, Ploy, Rich Uncle, Square Mile, Stock Market Game (by Gabriel), Summit, Troque/Troke, Trump: the Game (1989) ...
Read More
Reviewed by Herb Levy (Hanser/Rio Grande Games; 3-4 players, ages 12 and up, 60 minutes; $37.95) The festive atmosphere of Oktoberfest, of beer gardens and pretty waitresses, has combined with the business side of breweries in Goldbräu, the brainchild of Franz-Benno Delonge, best known for his Transamerica (featured in the Summer 2002 GA REPORT). Goldbräu comes with a mounted gameboard, 70 cards consisting of 24 ...
Read More
Reviewed by Herb Levy (Mind the Move, 2-5 players, ages 10 and up, about 60 minutes; about $30) Part of the thrill of tearing the shrink off new games is seeing if a gem lurks underneath. Such a thrill happened with Oltremare, one of the unexpected treats of this year's Essen Game Fair. Oltremare: Merchants of Venice, designed by Emanuelle Ornella, is one of those ...
Read More
Reviewed by Herb Levy (R&D Games, 2-4 players, ages 9 and up, about 2 hours; about $100) Inspiration can come from many sources - even television! The evidence? It seems that a BBC television documentary on coral reefs and the lifestyles of the creatures inhabiting them was the inspiration for Reef Encounter, the latest offering from Richard Breese (whose Keythedral was featured last issue). Reef ...
Read More
Reviewed by Mark Delano (Ystari Games, 3-4 players, ages 12 and up, about 90 minutes; about $50) Sometimes new games are eagerly anticipated months before their release. Others, like Ystari Game's Ys, seem to appear out of nowhere. Created by otherwise unknown designer Cyril Demaegd, it became one of the more popular new games at Essen this October. What interested me was not the theme, ...
Read More