![]() ![]() Action cards no longer list inane events & forced player interactions - rather, most cards now present a scenario, and two options for how to proceed. The key word here is *choice.* Almost every aspect of the game asks each player to choose between one of two possibilities. Gameplay wise: players choose a car, pp in a peg, and embark upon a journey of Life all the way from choosing to start a career or go to college, to choosing to retire early, or ride out your bucket list just a bit longer! I’m happy to say this new edition has *finally* restored Life back to a genuinely satisfying game. It’s vaguely familiar, and it might even look as appealing as you remember it being, yet somehow it feels empty, pointless. In short: The Game of Life has been, for years now, more like a LaCroix than a glass of juice. For many classic titles, Life especially, the the gameplay was stripped back to the barest of essentials. Hasbro, being a global toys & games manufacturer, hurriedly redesigned all of their classic games to be both cheaper to produce (smaller, lighter pieces, sometimes even smaller boxes), and easier to translate into X number of languages (if it’s mostly images, it’s practically effortless). ![]() People my age & older will also remember all the white, plastic buildings & green road segments we had to attach to the board every game (the longest players of Life will remember the heavy-duty, almost hinged board which consumed the entirety of the game’s box & held all decorations permanently attached). The spinner is *the* iconic image people remember best when they recall The Game of Life (or, just Life), right up there with the pegs, plastic cars, and looping track of yellow spaces. My introduction to The Game of Life was a “fully working” keychain of a miniature board & spinner. ![]() ** Short version at end, for those in a hurry ** ![]()
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