Portal - title

Portal is one of the best and most successful video games ever made. In the current climate of table top board game manufacturers trying to license every property that they can possibly get a hold of, I guess it only makes sense that there would have been a board game based on the Portal video game. But what could a board game designer possibly do with the physics and gravity-bending environmental puzzle-solving concepts of the 2 Portal video games? Cryptozoic's answer was to not even really try. While they did manage to come up with a unique and novel board game design, it's a design that I don't feel really does justice to the title's namesake.

You will be tested, and then there will be cake

Portal: The Uncooperative Cake-Acquisition Game is based around a modular, evolving board concept. 15 tiles are placed on the table in three rows of 5. At the end of each player's turn, one tile is removed from the right edge of the board (the "Old Edge"), flipped over, and moved to the left edge of the board (the "New Edge"). If a player controls a majority of the test subject pieces in the removed tile, he or she is given a set of rewards printed on the tile. This may include being able to place additional test subjects in order to establish more control over the board, being able to place or move a turret or Companion Cube figurine, or placing a victory point token on the board (which takes the form of a plastic slice of cake).

Any player piece(s) on the removed tile are also destroyed. Test subjects are returned to the respective player's supply, but any cake slices (which are victory points) are placed in the "Incinerator", and are removed from the game permanently. The objective of the game, thus, is to place as much cake on the board as you can, while also trying to keep that cake away from the old edge of the board so that it does not become incinerated. What makes this a somewhat challenging puzzle to solve is that the conveyor belt nature of the board is constantly pushing everything towards incineration.

Tiles move from one end of the board to the other, like a conveyor belt.

Each players' test subject tokens can pick up a piece of cake (belonging to any player) and carry the cake with it when the test subject moves. This is how players protect their own cake from the incinerator, but it also allows other players to pick up a rival's cake and move it closer to being incinerated. Thus, the competitive and subversive element is introduced. Players must try to maximize their own resources, while simultaneously trying to minimize their opponents' resources.

Oh, and there's also a couple of portal tokens which allow test subjects to move long distances across the board (and potentially take cake with them). And there's also a GladOS cardboard cutout, which does absolutely nothing except to mark which test chamber tile is being incinerated and recycled. The actual portals in the game's namesake, and the primary villain of the games, thus feel under-utilized. The portals just provide an extra opportunity for long-distance movement, but the game is completely playable without including them at all. They aren't even remotely necessary -- let alone fundamental -- to the board game's design, the way they are in the video game.

Turret and Companion Cube are nice 3-D plastic models,
but GladOS is just a cardboard cutout.

It's also a shame that the GladOS token is not a 3-D plastic model. The turret and Companion Cube are both plastic models and look really nice, so it's a shame that GladOS didn't get the same treatment. If she had, I could easily see this game's pieces becoming part of a nice little display diorama on a shelf somewhere when they are not in use for actual play.

In general, the board game lacks the spatial puzzle-solving element of the video game. The board is constantly in flux, and so a large focus of the game is on manipulating the physical space of the game board, and there is a certain degree of spatial-puzzle-solving present. But from my experience, most of that manipulation feels pretty rote and predictable. While there are certainly the occasional opportunities for really creative plays (especially when ability cards are used to modify various game rules or give the player extra powerful actions), the bulk of the game is pretty straight-forward.

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