Review

Flying Colors

Flying Colors seems cursed whenever it reaches my table, but that does not diminish my appreciation for the game itself. For anyone who loves a dice-fuelled blowout, it is an honest pick.

Flying Colors

Flying Colors

Published
2003
Designer
Mike Nagel
Publisher
GMT Games, Relative Range
Players
1–4
Playing time
240 min

Flying Colors has developed an almost metaphysical connection to disasters. Every time I try to set it up with Ioannis Prodromos, something catastrophically bad happens in the middle of the game. This time, while the cannon fire had reached a fiery crescendo somewhere off Mount Athos and the Russians were trying to hold back the Turkish Orcs, the game was abruptly interrupted by force majeure—or, more specifically, a robbery. A very atmospheric table, I must admit, right up until reality decided to join in.

At its core, the game is exactly what it promises to people looking for a dicefest: the dice are the big stars, and the tension rises with every roll. The battle never sits still; cannons fire, things escalate, and luck has a very visible presence in how the conflict unfolds.

Interaction is direct, since the opposing sides are trying to stop one another within the conflict. This is not a game where you sit in isolation building your own little kingdom; you watch what the other player is doing, respond to the pressure, and hope the next burst of dice puts you ahead.

It is a shame I have not yet managed to finish it without some biblical calamity intervening. The next time it sees a table, I expect nuclear war—guaranteed. Even so, Flying Colors is a very honest game, provided you enjoy dicefests and have an evacuation plan.

Source: BoardGameGeek

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