Review

Flying Colors

Flying Colors is an honest dicefest, even if every attempt to finish it seems to summon some minor catastrophe. Its energy comes from dice and cannon fire, with no need to pretend it is something grander.

Flying Colors

Flying Colors

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

Flying Colors has earned a slightly cursed place in my collection: whenever it reaches the table, something beyond the table appears to decide that the game must not be finished. A shame, because amid the interruption there was a game that seemed perfectly clear about what it wanted to be.

What we saw of its flow was a sequence of cannon exchanges: opposing sides press each other, while the dice give each clash its own small crescendo. It does not treat uncertainty as a detail. It lets it take centre stage.

It does not treat uncertainty as a detail. It lets it take centre stage.
WhiteColarGamer

The interaction is direct. You are trying to stop the other side before it removes you from the fight. In our unfinished encounter, the Russians were holding back the Turkish Orc, and the whole table was waiting to see whether the next roll would keep the cannonade going.

If you like dicefests, Flying Colors is a thoroughly honest game — provided you can find it a table that is not cursed.

If you like dicefests, Flying Colors is a thoroughly honest game — provided you can find it a table that is not cursed.
WhiteColarGamer

Source: BoardGameGeek

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