Power Trip For Kinetic Intellects

Game Review

Reviewed by Mike Barnowski


Earth Educators Inc. Suite 3000, 238 Davenport Rd., Toronto, Ontario
Released: 1984
Price: $39.95
Complexity: Beginner
Solitaire Suitability: Poor
* * * 1/2

Power Trip -- my first assignment. But what can this be about? is it a "climb to the top of the ladder" role-playing game, or a space duel with astrological overtones (as suggested by the cover art)? I was understandably curious to receive Power Trip and open it up.

The mystery was put to rest when I read the note on the sideboard: "The Launching Edition contains the first four books of the Power Trip library." Oh no; another trivia game!

But this particular quest for incidental fact has a twist-the questions are used to wage a battle for stellar supremacy. It brings to mind the game Risk, except knowledge, rather than hot dice, serves as ammunition.

The cover art that had me fooled (for just a second) is a replication of the game board. Five figures on the board represent constellations, with eight stars each. The goal of each player (Captain) is to take "control" of all eight stars in a constellation. Each Captain is given 20 "keeper of the book" plastic figures to place on the stars he owns. Star positions are gained by answering questions posed by the opposing players. Questions and answers are in four, hand-sized paperbacks. Each "log book" is different and contains just over 1,000 questions, in six categories (Art and Literature, Science and Technology, History, Geography, Entertainment, Sports and Leisure).

The log books are neat and attractive but present delays when searching for the next question, particularly if a player jumps categories. (We chose to ask questions in numerical order rather than randomly.) The bindings don't look like they'll last very long, but it is doubtful you'd want to go through the volume more than a couple of times. Earth Educators Inc. hint at future additions to the library, including children's books. This could keep the game interesting for some time.

The rules sheet presents a short premise for the stellar "project" that is needless, but the idea of each player being a Captain comes in handy when playing with teams. A pre-game player draft at a party or family gathering can help balance the sides. Power Trip is most enjoyable with a large number of players. Three or four players are okay; having only two left something to be desired; and if you're on your own ... find a good book to read.

The rules of Power Trip seem simple enough. Captain A challenges an opposing Captain B for a particular star position that Captain B owns. Captain B asks Captain A a question in the category specified by Captain A. If Captain A answers correctly, he takes over that star position and continues to challenge for other positions. When the challenging player fails to answer a question correctly, Captain B gets to 11 counterattack" in the category that Captain A had chosen. If Captain B answers correctly the question posed to him by Captain A, he is allowed to take any one of Captain A's star positions. The counterattack is never more than one question. Keeping track of whose turn it is can sometimes get muddled because of this counterattack phase, but the confusion is normally brief. This also presents the challenger with an interesting dilemma when choosing his immediate opponent and category, especially with the game on the line.

The game continues until one Captain gains control of a majority of the star groups. Actual win conditions are left open by the designers as an "Optional Rule". I suggest the following:

Two captains ... control of three constellations

Three captains ... control of two or three constellations

(depending on how long you wish to keep the game going) with the possibility of a 2- 2- 1 draw.

Four captains ... control of two constellations.

Play is started by filling all the star positions in sort of a roulette fashion. An "amphitheatre" with six indentations (the five constellations and a wild card) and a marble are provided. Each player in turn spins the marble around and places a man in a star within the constellation indicated by the marble's resting place. As whole star groups fill up, players lose chances when the marble falls into the pit of a constellation already filled. This results in variations of the location and number of stars with which each captain will start. This system has its pros and cons. It does make the beginning set-up varied, but slow; tedious, but mildly dramatic. With a little experience and a good touch it would be possible for players to manipulate this chance element to their own advantage.

The questions themselves range from easy to very difficult, and when read in order pr~sent a pattern. After getting momentum going with a few easy queries a stopper is thrown in, such as: "What Swede won four consecutive world championships in archery from 1947-1950?" We ran across a few wrong answers and found questions that left some room for doubt.

The easiest and sometimes funniest questions are the multiple choice type. Often the filler answers are too ridiculous to offer good alternatives.

One of our favorites was this: "What is the normal method of extending a warning to other golfers of an approaching ball?

    a) A high pitched scream followed by, RUN!
    b) Look out, it's coming right at you.
    c) An audible, Fore!
    d) Love
    e) Spalding Coming!"

For a trivia game with a difference, Power Trip presents a combination of knowledge, chance, and strategy. Raising it above some of the other trivia entries is its visual appearance when the board is populated with the various colored figures. (I can picture it sitting on a coffee table with a clear plastic dome over it.) And should the publishers issue more log books, an attractive library could be gathered. if you're a trivia fanatic, this game is a changeof-pace addition or a good start for your collection.

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