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iOS Board Games

Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
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Review: Hey, That's My Fish!

Brad Cummings
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The Stats:
Compatibility: iPad, iPhone, and iPod Touch (and Android)
Current Price: $4.99
Developer/Publisher: Fantasy Flight Publishing
Version: 1.0.2
Size: 30.9 MB
Multiplayer: Pass and Play
AI: Yes. Varying difficulty
Itunes link:http://itunes.apple.com/us/app/hey-thats-my-fish-hd/id432427...


The Good:
Fantastic art and graphic design.
Great for tablet play.
Achievements to keep you playing and to change the way you play.
The Bad:
Lack of online leader boards and achievements.
AI may be too easy.

Summary:
Hey, That’s My Fish! (HTMF!) is an excellent board game app. It has a polished design that is rarely seen, and can appeal to children but does not over do it with the animations as some apps do. It is one of the most fun apps I have played in a long while.

Gameplay:
Hey, That’s My Fish! is a popular abstract game that combines a fun premise with strategic game play. It is a game that can be enjoyed by a casual audience but also has that deeper level that will attract the gamer audience.

In HTMF! players place penguins of their color on a board made of tiles that look like glaciers. Each tile has a different number of fish on it, ranging from 1 to 3. Players take turns moving one of their penguins as far as they want in any one direction. They then score points based on the number of fish on the tile they just vacated. That tile is then removed. So as the game progresses penguins will be trapped and unable to move, when this happens that penguin is removed. After all penguins have been removed, the player who has scored the most points wins.

The game includes several different maps ranging from a rectangle to a circle that really limits your movement. These changes really increase the challenge and re-playability.

Implementation:
HTMF! has one of the highest levels of polish I have ever seen in an app. It is not that it contains certain elements that I prefer, it is just that all the elements work together and are well thought out. This is to be expected from a large publisher like Fantasy Flight Games, but it makes me no less impressed, and I hope that this trend continues in the future.

The graphic design of HTMF! is very nicely done. The animations are funny as your penguins waddle from tile to tile and react when another penguin blocks them. I giggled the first time a tile dissolved with a penguin on it and an orca burst from the water to feast. Each color of penguins wears a unique item of clothing giving which is much more interesting that just assigning colors. The menus are easy to navigate and the options are easily accessible. I have to say that finding tutorial could be a little easier, it is represented by an “i” icon that could stand for info, and so I had some initial confusion as to where the tutorial was. I really think FFG went above an beyond creating an immersive experience, even the achievement feature different unique icons for each one. It is incredibly polished.

The user interface is clear and simple to use. The menus are simple and easy to navigate. Setting up a game take seconds and it is very clear to pick the number of players, AI or human, their difficulty, and the map. There seems to be no clunkiness at all in this whole interface. Gameplay controls are very smooth. When you select one of your penguins it highlights all of your possible moves. Even on the small screen of the iphone, the game has only misread where I wanted to go twice in the many games I have played. Another great feature is that although the game features many animations that happen simultaneously, so you don’t have to wait for animations to happen before you can make your moves, simply put I can be moving away while my buddies become orca food.

The game is very playable on a single ipad and although it lacks that tactile feeling it is a great substitute. Because the game has no hidden information it makes it a great candidate for this type of play.

My one fear with HTMF! is longevity. After a few plays I was beating the Hard computer consistently. Of course this was with 4 players. There are plenty of player options to try as well as new maps that get unlocked with each achievement. The achievements themselves offer incentive to keep playing as well, some are straightforward like “Win 20 games against 3 AI opponents” while other require serious thought like “Win a game against 3 AI opponents using no 3 fish tiles.” I have to admit that the desire to complete ahcievements has kept me coming back for more. Despite my qualms about longevity, I do not feel online multiplayer is the answer. This game is so simplistic and quick that I feel online multiplayer may throw off its rhythm. I do think that a leader board as well as increased numbers of achievements that you can compare with your friends may add a spirit of competition to the game.

Conclusion:
I am not one to blow smoke or give praise where it is not due, and I don’t fear FFG (even though they do make one great LOTR LCG), but I have to say that Hey, That’s My Fish! is one of the most enjoyable gaming experiences I have had on iOS. It captures a simple, strategic game in a package that is attractive and approachable.

Rating: 4/4 One of the Best
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21 Comments
Subscribe sub options Wed May 18, 2011 4:00 pm
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Anderson Imes
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I'm impressed with FFG's iOS offerings. The Arkham Horror app is fantastic. A lot of these companies aren't able to do both the tactile and the technical, but FFG seems to have it down.

If only WotC had a similar capability...
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  • Posted Wed May 18, 2011 4:03 pm
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Doug Herring
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andersonimes wrote:
I'm impressed with FFG's iOS offerings. The Arkham Horror app is fantastic. A lot of these companies aren't able to do both the tactile and the technical, but FFG seems to have it down.

If only WotC had a similar capability...


I would love to see WOTC put out quality apps like this. I would also like to see FFG put out more apps for some of the more outstanding titles like Chaos in the Old World of even Dungeon Quest.

My kids LOVE HTMF on the Ipad. We play it often along with Zooloretto and Carcassonne.
 
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  • Posted Wed May 18, 2011 6:18 pm
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Lionel Villard
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And it's available on Android! big YEAH!!
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  • Posted Wed May 18, 2011 6:30 pm
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Mark Harding
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There needs to be a player base boycott of apps that don't offer asynchronous play.

Every time a board game app is released without it it becomes a dead end for players, particularly as developers want to rapidly move onto the next cash cow without developing it further. And if they hold the copyright there is no potential for another developer to add it.

My group of gamers is STILL playing (and enjoying) Carcassonne because it has asynchronous multiplayer. Most other game apps are already consigned to the has-been bin...


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  • Posted Wed May 18, 2011 6:39 pm
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The Gray Dog Passes Go
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Mark_H wrote:
There needs to be a player base boycott of apps that don't offer asynchronous play.

No, there really, really, really does not.

Mark_H wrote:
Every time a board game app is released without it it becomes a dead end for players ...

Ridiculous hyperbole.

Mark_H wrote:
My group of gamers is STILL playing (and enjoying) Carcassonne because it has asynchronous multiplayer. Most other game apps are already consigned to the has-been bin...

Then you need to ask yourself and those in your group if you really like games. There's so many good board- and card-game apps available right now that most of the gamers I know wish they had more hours in the day to play them.


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  • Posted Wed May 18, 2011 7:39 pm
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Michael Reneer
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CaptainCosmic wrote:
Mark_H wrote:
There needs to be a player base boycott of apps that don't offer asynchronous play.

No, there really, really, really does not.

Mark_H wrote:
Every time a board game app is released without it it becomes a dead end for players ...

Ridiculous hyperbole.

Mark_H wrote:
My group of gamers is STILL playing (and enjoying) Carcassonne because it has asynchronous multiplayer. Most other game apps are already consigned to the has-been bin...

Then you need to ask yourself and those in your group if you really like games. There's so many good board- and card-game apps available right now that most of the gamers I know wish they had more hours in the day to play them.


I actually agree with Mark here. If the game has multiplayer capabilities then I greatly prefer the async play of Carcassonne to the hotseat or online models. I am pretty sure all games can't fit into the async model, but for those that can, I enjoy it the most. So does my wife. Carcassonne is the only game we still play I have many games in the has-been bin.

If the only way to incentivize developers to continue evolving a game is to allow them to charge for major updates I am ok with that. Otherwise they really have no choice but to move on and make the next game. The alternative is to not buy the games that don't have the features you like, because there is very little incentive for the developers to spend time working on a game you already bought.

Just my thoughts

michael
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  • Posted Wed May 18, 2011 8:13 pm
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Bryce Johnson
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Mark,
I imagine that I am not alone in that I find asynchronous play kind of boring. I can look at the state of the board, make a play, and then wait. Hopefully it isn't a game with hidden information where the sequence of play is important, because now I have to remember what moves were made a week ago...

When I get on the train for a commute, sure, if it's my turn in 50 asynchronous games, that might be fun, but I'd much rather play a whole game (even against an AI) during that time. Meanwhile, if I am too busy to make my move, then I feel bad because I'm holding up the game. In any case, I am unlikely to have 50 asynchronous games going, because I don't know 50 people to play games with. (This last bit is a feeble excuse since I am too lazy to get on the guild and find opponents, but if I have fun playing the AI, I don't really care.)

I guess I'm saying that I would rather they invest the time into building a solid AI (which is hard, I know) before they invest in async multiplayer. If you don't enjoy playing against a computer, that's totally understandable--it's definitely not as fun for many games--but I don't think discouraging developers from making board game apps because they don't initially have multiplayer is a step in the right direction.

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  • Posted Wed May 18, 2011 8:19 pm
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Lionel Villard
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Many times I don't start a synchronous game just because I don't know if I'm not going to be interrupted by kids waking up, somebody calling on the phone, or other distractions.

I would be nice to have the possibility to switch from a synchronous play to an asynchronous play and vice versa. If I get interrupted, I would switch to a asynchronous play and hoping to switch back to a synchronous play when all players becomes available.

 
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  • Posted Wed May 18, 2011 9:26 pm
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Daniel Jacobsen
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Quote:
After a few plays I was beating the Hard computer consistently


I'm not surprised. I've implemented some AI's for my own version of HTMF!, and it needs a really good evaluation function because the branching factor is enormous. I was going to build an adaptive (self learning) one, but never got to it

My AI gave an ok fight, but was very beatable.
 
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  • Posted Wed May 18, 2011 10:20 pm
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The Don de Corazones
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Quote:
After a few plays I was beating the Hard computer consistently


Too bad - without async that's a deal killer for me. Looks like a well implemented app though. Thanks for the review.
 
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  • Posted Thu May 19, 2011 2:14 am
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Carl Johan Ragnarsson
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duron600 wrote:
I'm not surprised. I've implemented some AI's for my own version of HTMF!, and it needs a really good evaluation function because the branching factor is enormous. I was going to build an adaptive (self learning) one, but never got to it

My AI gave an ok fight, but was very beatable.


I'm not at all surprised either, but Amazons, which could be said to be the fore-runner of HTMF is rather "easy" for computers using modern combinatorial techniques, not to solve but rather to play a very competent game.

For example, read more about it here: http://webdocs.cs.ualberta.ca/~mmueller/amazons/index.html
 
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  • Posted Thu May 19, 2011 3:02 am
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Emanuele Ornella
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However I think I want to have a game in my iPad/iPod only if the AI is good enough to play several time.
Carcassonne is doing a great job there.

I already own HTMF and I would prefer to play the cardboard copy with friends instead of the iPad version with friends.

So for me a game in the iOS is appealing if I can play alone, when my friends are not available! And for this I need a strong AI!

But I know this is a really challenging aspect of the game!

Emanuele
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  • Posted Thu May 19, 2011 8:58 am
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Daniel Jacobsen
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minismurf wrote:
duron600 wrote:
I'm not surprised. I've implemented some AI's for my own version of HTMF!, and it needs a really good evaluation function because the branching factor is enormous. I was going to build an adaptive (self learning) one, but never got to it

My AI gave an ok fight, but was very beatable.


I'm not at all surprised either, but Amazons, which could be said to be the fore-runner of HTMF is rather "easy" for computers using modern combinatorial techniques, not to solve but rather to play a very competent game.

For example, read more about it here: http://webdocs.cs.ualberta.ca/~mmueller/amazons/index.html


Wow, great stuff - thanks!
 
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  • Posted Thu May 19, 2011 9:03 am
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Mark Harding
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CaptainCosmic wrote:
Mark_H wrote:
[q="Mark_H"]My group of gamers is STILL playing (and enjoying) Carcassonne because it has asynchronous multiplayer. Most other game apps are already consigned to the has-been bin...

Then you need to ask yourself and those in your group if you really like games. There's so many good board- and card-game apps available right now that most of the gamers I know wish they had more hours in the day to play them.


One of the great joys of board gaming is playing against real people; there is the social aspect, but also, and perhaps more importantly for the hardcore, the human skill aspect, which, generally speaking, is far superior to most AI implementations and which elevates the gaming session above what is available within the apps.

Our group meets once a week to play actual board games. For the rest of the week, we all have jobs and other responsibilities to deal with; we don't have time to play full uninterrupted online games or get together for pass and play sessions (if we did, we'd play the actual board game!) But that doesn't stop us wanting to game during the week, and the best way to do that is asynchronously; make a move and get on with life. Yes, we all play solo apps, but it's so much more fun when you can trash talk your buddies and compete against them on an ELO ladder.

The problem with apps without asynch play, or even vanilla online, is that THEY ARE A DEAD END. If you only have AI to play against, YOU ARE going to get bored of the app sooner rather than later due to the limitations of the AI. When you play against real people the variations are endless; strategies develop and change as people adapt to the challenges of their fellow players; things stay fresh. What could be years of fun with your board gaming buddies, or even the larger community, is brought to a premature end by limited AI. Your favourite board game is neutered and becuase the developer moves on the potential is lost.

Developers are embracing the iDevices/etc and that is to be celebrated; it's bringing board gaming to more people and allowing us to enjoy our favourite games on the move. BUT they need to embrace the technology completely. Carcassonne has set the perfect example, and I'm willing to bet is probably the most played board game app to date and is STILL being played while many other apps are laying in a dusty corner of the iPhone or have even been long deleted.

Do developers care? Not while people keep buying their apps regardless. But if we want our favourite games to have a long-term future in our iGaming sessions then we need to make them aware of our desires, otherwise we are left with a gaming legacy of what-ifs...

Yeah, I don't really like games, do I? meeple





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  • Posted Thu May 19, 2011 9:17 am
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Martin Wright
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Is anyone else running this on a first generation Ipod Touch? (3.1.3)

I cant get the game to load (I get a FF screen then it goes back to the home screen) although the store does say that software version 3.1.3 is supported.
 
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  • Posted Thu May 19, 2011 4:37 pm
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Gabe Alvaro
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Mark_H wrote:
I'm willing to bet is probably the most played board game app to date and is STILL being played while many other apps are laying in a dusty corner of the iPhone or have even been long deleted.

This.

That push notification is what makes the app "sticky", ensuring that I just keep coming back to it over and over again.

I expect that some developers just care about that first sale and really could care less if you play it again. What do they have to gain after you buy it? But other developers must be driven by the idea that people will want to keep playing their game regularly.

I still think the ad-supported version of Disc Drivin' is a really special app. Maybe I'll find out how that's working out for the Pixelocity guys.
 
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  • Edited Thu May 19, 2011 5:20 pm
  • Posted Thu May 19, 2011 5:19 pm
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Lionel Villard
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Mark_H wrote:
What do they have to gain after you buy it?


Attracting new buyers who didn't buy the cripple app?
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  • Posted Thu May 19, 2011 5:40 pm
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Mike Smith
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Downloaded and played this a fair few times with 3 other players on my ipad over the weekend.

Very jolly music, great clear graphics and animation. A good game. We all enjoyed it.

more please!
 
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  • Posted Mon May 23, 2011 12:52 pm
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Alan Reeve
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I reviewed the Android version of this (and the review can be found here: http://meandmydroid.blogspot.com/2011/05/hey-thats-my-fish.h...) and while I agree with most of what you said I do think the AI was glossed over. It's going to be good enough for an average player, but once one catches on to what's worth fighting over then the AI just isn't there... and I'm not trying to make light of the challenge of coding some solid AI.
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  • Posted Mon May 23, 2011 9:22 pm
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Brad Cummings
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Update:
I played the game with 3 kids 8 to 14 on a single iPad. It worked very well. I found it amazing how it felt like playing a board game all on a tablet device. It was a real eye opener about the potential of these games.

-Brad
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  • Posted Fri Jun 3, 2011 3:14 am
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Gabe Alvaro
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thequietpunk wrote:
It was a real eye opener about the potential of these games.

I'm really glad you'll be getting to play these games on an iPad now. I think HTMF works exceptionally well on the iPad. I'd consider it a "showpiece" type app that I'd fire up and play with anybody to demonstrate the face-to-face board game potential of iOS.
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  • Posted Fri Jun 3, 2011 3:33 am
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