April Showers…

…bring lots of gaming.

I did not post anything in April, but I was certainly busy. Somehow we managed to get in 51 plays last month.

Here they are:

Lords of Waterdeep 6

Blokus Duo 3

HUE 3

The Castles of Burgundy 2

Discoveries 2

Machi Koro 2

Power Grid 2

Sushi Go! 2

Traditional Card Games 2

BANG! The Dice Game 1

Battle Line 1

Biblios 1

Brew Crafters: The Travel Card Game 1

BUS 1

Campaign Manager 2008 1

Carcassonne 1

Deep Sea Adventure 1

Dominion 1

Faux•Cabulary 1

Five Crowns 1

Forbidden Island 1

GEM 1

The Grizzled 1

Kahuna 1

Love Letter 1

No Thanks! 1

Pandemic 1

Pax Porfiriana 1

San Juan (second edition) 1

Telestrations 1

Ticket to Ride 1

Trivial Pursuit 1

Trivial Pursuit Steal Card Game 1

The Voyages of Marco Polo 1

Zombie Dice 1

51 total plays on 36 different games. Lords of Waterdeep really led the pack. I ordered this online and got a great deal. We played it twice the first night. and we have been thoroughly enjoying it. After just a few plays I ordered the expansion for it as well.

I imagine this will be the most plays in a single month we end up with this year.

I also received two box inserts from MeepleRealty this month. I will, hopefully soon, post some pictures and a quick review. I am really impressed with both of them.

Remember, May 25 is Towel day for all you hoopy froods out there.

So long, and thanks for all the fish.

Pack O Game: BUS

Hello! I meant to post this yesterday, but you know, St. Patrick’s Day…

I have a few little games here from Perplext. This is part of their first series of Pack O Game. These games were produced last year with a successful Kickstarter campaign raising more than double the goal.

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These are some pretty cool little games. Today I want to talk about one of the five that I own. I have not yet played the fifth game, TAJ, as it is a voting game and seemed sort of silly to try with two players.

Each game has the following characteristics:

  • A three letter name
  • 30 cards
  • A rules sheet
  • Quick game play
  • Fun

Okay, that last one is up to you, but I have found them to be quite fun. It amazes me that someone has taken 30 cards, that are roughly 1/3 the size of a standard poker card, and created such different games. The first one I want to talk about even uses the cards to imitate a board!

BUS

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BUS is a pick up and deliver game for 2-3 players. As with all the games in this series there are 30 cards. The cards are divided into three different types.

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On the left you have you passenger cards. There are 15 of them in the game. Two will be face up on the table at a time to be taken by the players but you can also draw from the top of a draw pile if you don’t like either of the ones showing.

The cards on the bottom right are the players buses. They have an arrow indicating which direction they are traveling.

The vertical cards on the right are the road cards that make up the board. The layout for the board is as below:

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The different colored dots represent passenger destinations and the white ones signify a bus stop where you can pick up new passengers. When carrying no passengers you can move your bus as many spaces as you like. Each card is one space. Once you start to pick up passengers though you will have to slow down. Your speed limit each turn will be the lowest speed among all the passenger cards you currently are working to drop off. The more valuable the passenger cards the slower you have to move. Card values range from 1 to 5 with speeds ranging from 5 to 1 respectively.

On each players turn they can move the amount of spaces allowed by their passengers. Passengers are dropped off by moving across or stopping on a matching colored space. If you stop on one of the BUS spaces you can pick up new passengers. No player can be working on more than three passenger cards at a time. The first person to complete their fifth card triggers the end of the game. Once the end is triggered, each other player will have one more turn.

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Above is how a players area may look during the game. The top most passenger card has been completed and will score three points. The middle card is still in progress. The red passenger was just dropped off. If they can make it to the green road section they will complete the middle card and drop off the first passenger of the bottom card. If they were to stop at a bus stop next turn, a new passenger card could be picked up, bringing them to the maximum of three.

You might have noticed earlier that one of the road cards has a construction sign on it. This symbol is also on one side of the bus cards. Once per game, if you stop you movement on this space, you can swap two of the road cards. Once this is done, your bus card is flipped over showing you have used this ability. This ability seemed pretty cool. You could definitely hamper you opponents coming turns while also benefiting from the new position yourself. It never seemed devastating but I can imagine moving a players last destination for a 5 point card clear across the board being very frustrating.

I really liked this game. I love the face that a game that is roughly the size of a pack of gum can deliver this much fun. There is definitely some strategy to this game. Picking up passenger cards that have the same colors on them really seem like they can push you toward winning. You almost have to weigh the options of high value cards with slow speeds or grab a bunch of low value ones to zip around the board and try to end the game before your opponents can deliver their passengers.

Rachael and I played this game three times and each game lasted around 15 minutes. This is definitely something that you could carry in you pocket and have a quick bit of fun while waiting around for your food at a restaurant. It has a small enough footprint that it could be played on the smallest of tables.

For me, the size, price, and fun all come together in a great little package. This series seems to be great for having a few beers and some fun. They have been easy to learn, quick to play, and have a surprising amount of strategy for such tiny size. Keep an eye out in the next few weeks as I run through some more of these games.

Slainte!

I almost forgot, if this sounds interesting to you, there is currently a Kickstarter going for the next Pack O Game set: http://kck.st/1VT7pfX

 

something…

Well, as you can see I have not posted anything recently. It has been a month since my last post and two weeks since I’ve even written anything. But fear not, there will be some coming soon. I have recently received some games and I plan to do some short writing about a number of them.

Coming Soon!

Pack O Game – I recently purchased five of the eight games from their first Kickstater and have really enjoyed the four that I have played. I am also a backer of the current Kickstarter for set 2. Check it out: https://www.kickstarter.com/projects/713947418/pack-o-game-set-2-wee-strategy-games-for-on-the-go/widget/video.html

 
The Voyages of Marco Polo – I’ve gotten a few more plays of this game and I really dig it. Pictures and game play and review to be posted.

Campaign Manager 2008 – This has been a total blast to play. We’ve had a few games go down to the very last state. I’ll be adding my thoughts along with some pictures.

See you soon.

The Week That Was 2/8/16-2/14/16

This past week I tried a few games out solo while my wife worked late, played a high scoring game of Ticket to Ride and feasted on White Castle.

Monday – No Games

Tuesday – No Games

Wednesday – No Games

Thursday – Solo Play

  • Deep Sea Adventure – Deep Sea Adventure is a push your luck type game. Having just received it, I was curious to see how it played out. It comes in a box not much larger than a deck of cards and is very nice looking with nice components. I played a four player game and I really pushed my luck. So much so that only two divers made it back to the sub out of all three rounds.Rachael and I played together the next night.
  • Sail to India – I play a lot of two player games with Rachael so I wanted to finally break this one out as it is for 3-4 players. This is another small box game. There are 52 wooden cubes and about 25 cards. I set it up for all four players and tried roughly a different strategy for each one. It seemed fun but was a bit slow in the beginning with only two actions available in a given turn. It seems like it can ramp up rather quickly once players start to get some income. I will have to try this with actual opponents to see how it really plays.

Friday – Two Games Played

  • 504 – I wanted to try using the same three modules in a different order so we started with the introductory game, world 123. After playing through 123 we switched it to 312. What a difference the positions make. I will write up a detailed session report in another post.
  • Deep Sea Adventure – Rachael and I tried this as a two player game. We played three games. The first game she won by a large margin but I beat her out in game two. The third game she beat me again. I won’t blame the dice, but I did have some pretty bad rolls. I think this is a pretty cool little game.

Saturday – Ticket to Ride – This was a three player game with some rather high scoring. The winner got about 160 points but there was a slight flub in the early game. She thought you could take multiple actions per turn while the rules allow for only one. How much this really affected scoring I am not sure. If the extra turns were played I would have scored some additional points but I don’t think it was enough that the winner would have changed.

Sunday – Valentines Day – Or in our household,  “Date Night at White Castle.”

The Week That Was 2/1/16-2/7/16

This past week had the second of our monthly gaming group nights. There were 10 people in attendance this time including two new people to our group. As usual, here’s what I played last week.

Monday – No Games

Tuesday – No Games

Wednesday – The Voyages of Marco Polo – I am not sure how I feel about this one yet. It plays fast. Really fast. Each person starts with five dice to place in one of a number of areas to move, collect goods, or get new contracts for said goods. Spaces require 1-3 dice to activate. Having only five dice can make the turns go rather quickly. I will simply have to play this more.

Thursday – No Games

Friday – Campaign Manager 2008 – Man, I am really liking this game. It is simple enough that just about anyone can play it. My only gripe is that both decks are essentially the same with some different flavor (card names, pictures & flavor text).

Saturday – Three games played. This was our second of the monthly game group nights

  • The Resistance – This was our first time playing with the full ten players. Having four spies in the midst of our group made this one quite hard. I think I like this with seven people the best.
  • Mad Gab – We got this game as a wedding gift and this was the first time we’ve actually played it. I am terrible at this game. I do like the idea of each team having someone to steal cards that were not guessed correctly but most of the time all three were figured out.
  • Forbidden Desert – Forbidden Desert, like its sibling Forbidden Island is a great co-op game. I think I like Pandemic the most of these three. They all have very similar mechanics but I feel like Pandemic is a bit more manageable at times.

Sunday – Rory McIlroy PGA Tour 2015 – Now, I know this is not a board game but I figured I would add it since it basically sucked me into the world of video golf. I initially had my reservations about this one due to the perceived lack of content in the reviews around release time. But, a deal is a deal and I got this one on sale for $16.00 on Xbox Live. It was quite enjoyable.

It’s better than Goofy Golf!

Star Fluxx is a ridiculous, chaotic, parody of science fiction card game. It is published by Looney Labs and is just one of a number of themed versions of the original, Fluxx. The game is designed for two to six players.

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The games starts out simple enough; draw a card, play a card. These are the only rules you need to know to start the game.

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There will eventually be a goal in play. This goal is the current win condition and will change frequently as you play. Each goal card states the win condition. Usually this is having a certain group of “Keepers” on the table in front of you. Sometimes you can win with “Creepers” in play, which normally prevent you from winning.

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Above is an example of some of the Goals and Keepers and the wonderful science fiction references they represent.There’s something from tons of scifi movie/TV/book series. Star Wars? Yup. Dr. Who? Of course. Star Trek? Checkov. In the picture above, if you have The Captain, The Scientist and Expendable Crewman cards on the table and play the Landing Party card, you’ve just won the game. Of course, it won’t be quite that simple. Take a look at the cards below.

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The rules to this game are constantly changing and are enforced immediately. If you play the Draw 2 rule you immediately draw a second card for the turn. Playing the Play 3 card forces you to play two more cards this turn, whether they help you or your opponents. Sometimes you will have a great hand of cards and your opponent decides to play a Hand Limit card and you have to discard all the sweet stuff you’ve been holding onto. Don’t panic though. You will get chances to replace new rules or remove all of them from play.

Every card in the game clearly states exactly what it does. This is great. There is no need for a bunch of rules to memorize to be able to play the game. It is a light, fun game that normally lasts less than twenty minutes. It works great with two hoopy froods. Larger groups seem to work just as well, although this can extend the length of the game.

Check it out. I’m sure you’ll have fun with one of the themed versions. If you like Batman, Oz, or a number of other themes there’s a game for you. It seems that Looney Labs is continually acquiring new licensing to work with as well, so if you don’t see one that interests you there is probably one just around the corner.

So long, and thanks for all the fish.

The Weeks That Were 1/18/16-1/31/16

Well, I missed posting a week of games played. It wasn’t that exciting though so I’m combining the last two weeks into one post.

Monday – No Games

Tuesday – No Games

Wednesday – No Games

Thursday – No Games

Friday – Warrior Knights – This was a very cool game. I don’t think it should be played by only two people. I can’t wait to break this out when I can get four or five to play.

Saturday – Two Games

  • Carcassonne – Ah, the little tile laying game that could… I really like this game. It is so simple and fun. I have a few of the mini expansions for this but tonight we played just the base game. I think I need to figure out a better way to shuffle the tiles though. We had three Monastery tiles played in a row.
  • The Rivals for Catan – This definitely scratches The Settlers of Catan itch when you only have two players. It uses the basic concepts from the board game and presents them in a two player only card game.

Sunday – Star Fluxx – This is another fun little game. I’ll be posting a review of this one soon. I love the Sci-Fi theme. I also own Stoner Fluxx & Oz Fluxx.

Monday – No Games

Tuesday – No Games

Wednesday – No Games

Thursday – No Games

Friday – Two Games

  • Risk: Star Wars Edition – If you haven’t tried this one yet, you should. You can pick this one up at your local Walmart, Meijer, etc. It may have Risk in the name, but it’s not really Risk at all. I will have a review of this one coming in the near future.
  • The Castles of Burgundy – Rachael and I are getting very close scores in games. We were less than five points apart again.

Saturday – Two Games

  • The Resistance – Three rounds, seven players, one victor. Well not really… We had both the spies and the resistance win in these games. We are still trying to figure out the voting for missions. I think we need to do it more; a lot more. We’ll see how this plays out in the future.
  • BANG! The Dice Game – This was the first time I have played with six players. I ended up as the Renegade. It is so hard to win as the renegade. I think I did a stand up job though as it was down to me and the Sheriff. I lost

Sunday – Two Games

  • D&D 5E – I think our Dungeon Master has been trying to kill us all. We are a part of four characters including a Bard, Cleric, Rogue & Sorcerer. This past week we fought a tough battle that knocked down two of characters and both missed their first death saving throws. One missed a second before we could stabilize them. We even had an extra Ranger in the mix to help out. My Rogue and my friend’s Ranger were essentially untouchable as we both could dash around the battlefield staying out of melee range. We are getting close to level 7 and I am curious how events are going to unfold.
  • Campaign Manager 2008 – This was a fun game! I played as McCain and Rachael was Obama. It was a nail-biter! We fought a bitter campaign down to the last battleground state. This will definitely see some play for a while.

 

The Week That Was 1/11/16-1/17/16

I thought it would be fun to document the games that I play each week. Also, this will hopefully keep me posting on a regular basis. This past week was an exciting week!

Monday – No Games

Tuesday – No Games

WednesdaySummoner Wars: Master Set

This was the first time my wife, Rachael, and I played Summoner Wars. We both liked it. I thought as I was playing that this is the combat that I always wanted Magic: The Gathering to be. The games are not really that close in terms of play but the battlefield is something I’ve always tried to figure out how to implement into my Magic games. As my love for Magic continues to wane, Summoner Wars may move into a well liked spot in my collection.

Thursday504 (solo test play)

You can read a little bit about this in a post from earlier today. I apologize if it is terrible, I wrote a little here and a little there and lost my train of thought a few times.

Friday – Ticket to Ride Map Collection: Volume 2 – India & Switzerland

Well, this was a frustrating session. We played both the India & the Switzerland maps. Rachael pummeled me both times. These are tough maps. They are not for the faint of heart or beginners. I look forward to the possibility of beating Rachael some day.

Saturday – Pandemic Legacy: Season 1 

Holy Crap! I am so excited to have played our first game of Pandemic Legacy. There were a couple goofs with not paying attention when to draw from the legacy deck but I don’t think it would have affected our game play. We won the game on the very last possible turn. We even eradicated one of the diseases. Exciting! The next game should kick us in the pants a little harder though. Hopefully we don’t have to open up box 8.

Sunday – Trivial Pursuit: Genus 5

Boy, this Trivial Pursuit was sort of strange. It was released around the year 2000 while I would have been in school. There were some tough and obscure(to us at least) questions and then some very easy questions. As Rachael said about playing Trivial Pursuit, “I either feel really smart or I learn a lot.”

504

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Here we are! This is the game that inspired my creation of this blog.

504 is a game that contains 504 games. That’s the idea anyway. I’m not sure if you could really call it 504 different games because of how the rules work but if you want to get technical I guess you can say that.

504 is game featuring a metric ton of pieces, 9 different modules and a crazy flipping rule book.

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As you can see there are a lot of bits to this game. There are over 900 pieces of cardboard, paper and wood in this box. Thankfully, not all of them are used in any one game.

Two rule books are included in the box; the Rule Book and the Book of Worlds. The Rule Book has every bit of detail on how all the rules interact with each other. The Book of Worlds, one of the coolest features of the game, is basically an overview of the rules for the individual “worlds” that will be played.

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This Book of Worlds is cut into three sections with each module having different rules depending if it is in the top, middle or bottom position. The rules above are for world 147 or “The World of Traveling Generals Craving for Recognition.” I’ll discuss this game in some detail later on.

The rules are designed so that you play with a different module in each of the three positions. The order of these modules matters so the total number of games is 9x8x7=504. The top module defines how the way the game is played and scored while the middle module determines how income is generated. The bottom module adds some flavor to the game and some end game scoring.

The modules included in 504 are:

  1. Pick Up & Deliver
  2. Race
  3. Privileges
  4. Military
  5. Exploration
  6. Roads
  7. Majorities
  8. Production
  9. Shares

The rule book suggests playing world 123 for the first game. This is a pick up & deliver racing game with privileges. The goal of the game is to deliver the most goods as fast as possible. The privileges are cards that can be purchased to give you bonuses to aspects of play. It was a fun little game. Most people online seem to knock it a little for its simplicity but I liked it. Not every game needs to have extremely complex rules.

With the rules position mattering, using modules 1, 2 & 3 in different order will have a large impact on the game play. I have not tried playing world 321 or 213 or the other 3 permutations that these modules can be played as. From reading through the rules for these modules though, I can say that they would be very different games. Eventually I will be trying out the other 5 combinations.

Now, back to the example I showed from the Book of Worlds above, World 147. I took turns playing as three different players in the colors Blue, Green & Purple. This world seemed to start out a little slow without much interaction but as the players expanded things got a little more interesting.

The modules used were Pick Up & Deliver, Military and Majorities. Everyone started with a capital city equidistant from one another. Each city on the board, ten in total, had a specific good it supplied and then demand for each of the other four goods . The board looked like this:

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When a good is delivered to a city with demand for it, that fulfills demand and the city will no longer accept that good.

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The goal here was to expand your settlements to reach other cities in order to transport goods around the board. Having the Military module in place allowed players to attack each others settlements and increase their control of the map. The Majorities module more or less ensured there would be some fighting as it added additional victory points at the end of the game for having majority control of the different types of terrain. A Majorities Board is used in the game to keep track of each players settlements and adjusts as people place/take over settlements.

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The three main pieces in the game are shown above. The piece on the left represents one resident. Residents can be purchased each turn for $10 each. This is your way of expanding in the game. You move residents to new tiles to add settlements (the piece on the right) and fight with others residents and settlements. The piece in the middle is the transport trolley. This is moved around the board to collect goods and deliver them to other cities. It starts with a total movement of three tiles but can be upgraded to move up to seven. In the beginning it can hold only one good but can be upgraded to hold two goods. Players could move through enemy controlled territory at a cost of additional movement.

After a couple turns the board started to get some settlements on the board and some goods delivered.

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As you can see, each player has carved out tome territory to work with. No conflict has really happened yet and the players have taken majorities on different terrain types. It looks like Blue is behind in the majority portion of the game but that is fine since those are not scored until the end of the game. A turn later though:

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Blue has expanded to take a few territories away from Green and secured majority control of multiple types of terrain. I stopped playing at this point. With three full rounds of play I figured I had a pretty good grasp of the game. Each player managed to deliver two goods and had a third ready to be delivered making this stopping point roughly a third of the way through the game. Final scores were as follows:

  • Green – 22 points
  • Blue – 28 points
  • Purple – 25 points

I quite enjoyed playing around with this world. It seemed to be a very strategic game managing resources to upgraded your trolley so you can deliver more goods or to take territory from your opponents or build up some defenses to prevent other players attacks. I will do an update to this world once I get a chance to play it with some friends. See you soon…

 

Game Night

My wife and I decided that we are going to start a monthly game night in the new year. We are planning on having it the first Saturday of every month. The idea is that anyone who wants to come can show up and we will just play whatever we feel like. Anyone who would like to host may do so.

I am excited by this idea.

January 2, 2016 was our first of these game nights and we had eight people total at our house. The night started with The Resistance and pretty much stayed that way. This was the first time any of this had played the game and we all had a blast.

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The game plays relatively simply. Each person is dealt a card that has either a Spy or a member of the Resistance on it. This is kept secret. Once everyone knows their role, they all close their eyes. Someone at the table tells only the spies to open their eyes. The spies know who each other are from the beginning and the resistance players try to figure out who through team proposals and missions. The Resistance is trying to overthrow their corrupt, evil, dystopian government by successfully completing three missions.

There are five missions to each game with a varying number of players on each. A leader, who rotates after each vote/mission selects the members of the team with tokens for each. Then the table votes on the team. You need majority approval for the mission to proceed. Ties always fail.

Once a team is approved, each player is given a Success card and a Fail card. Resistance members must always play the Success card. Spies can play either one. One Fail card causes the mission to fail. There is one mission out of the five that needs two Fail cards.

The game ends in one of three ways. First, if the resistance players succeed in three missions they win. Second, if the spies cause three missions to fail, they win. And last, If teams are rejected five times in a row the spies win.

Trying to figure out the spies in each of the games was a bit difficult at times. On one occasion during the first mission someone apparently played the wrong card and we ended up with two fails on a three player mission. The mission consisted of myself and the players to my left and to my right. When the cards were flipped I immediately yelled “These two are spies!”

The person to my left, like myself, was not a spy. One of us inadvertently played the fail card. This should have ended the game due to the misplay and I definitely understand why. It became nearly impossible for us, the Resistance, to win thinking we had the correct spies when we did not.

It was very fun. After every round at least one person asked to play it again. I’m sure role playing characters would be even more fun. The Resistance plays with 5-10 people and is relatively quick. Games lasted 15-30 minutes each for our group. Also, I paid less than $15 for this game; what a deal!

I would definitely recommend this game to other groups.