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Geeklist s for Biblios

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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Kevin Shillinglaw
Canada
Kitchener
Ontario
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Ben Bateson
United Kingdom
Ross-on-Wye
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9 Plays

Biblios is having a good run at becoming my fifth half-centenarian of plays (after Agricola, Dominion, Cube Quest and 7 Wonders). It is great with 3 and 4, but absolutely perfect with 2, where you have to calculate the other player's hand down to a card or two. All my plays in the month were 2-player.
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GeekList: Reducing to 50...
Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Bulgaria
Guildford
Surrey
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Quite nice card filler
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Feld Fan
United States
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Eduardo Guimarães
Brazil
Rio de Janeiro
RJ
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Netherlands
Arnhem
Nederland
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No doubt I'll keep this. I love this game.
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
David B
United States
Chesapeake
Virginia
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One of the best small box card fillers around. It has drafting, bluffing, and bidding built in to a relatively small deck of cards. Great stuff.
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Downtime Fun
United States
Tempe
Arizona
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NEW

BIN $18

SR is $5 less than BIN
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Matt Clark
United States
Minneapolis
Minnesota
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My favorite small game. It's got auctions, it's kind of got shareholding and a market, it's playable in a bar. Great stuff.
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
LuAnn Hensel
United States
Durham
North Carolina
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filler game that plays 2 to 4

best with 3 players

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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Ohad ben zur
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Dani Evans
United Kingdom
Telford
Shropshire
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Jon ponders the meaning of Biblios, with Hilary, Kev and Dave


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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Will Moller
United States
Lincoln
Nebraska
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#21

As you can see, I'm a big fan of small card games that pack a punch. This game always impresses. I love the way the game switches modes once you go through the deck. I've always wanted to try playing with the dice being rolled to start rather than pre-set. Anybody every done that?
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Helen Adams
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One of Rhado's favourites, classed as a filler with some thinking.
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
David Debien
United States
Round Rock
Texas
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Level of Interest: thumbsupthumbsupthumbsupthumbsup

Have always been interested, but never had a chance to learn Biblios. I love filler games and think learning this while at the con will be a great way to both learn a new game and maybe decompress a little from playing longer heavier games all day.
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Joseph Peterson
United States
Round Rock
Texas
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This week's Game Night we started out with Deep Sea Adventure, a push your luck games where players are diving into the sea for treasures, hoping to make it back to their submarine before running out of air.

Players begin by setting out the submarine and creating the play area, placing treasures face down on the table in ascending order, from 1 - 4 in a path. They then choose their divers and play begins with the starting player.

Play is simple enough. On their turn, a player will roll the dice and move their diver that number of spaces. After moving, they will choose whether they wish to pick up the treasure they've landed on, continue going deeper into the sea, or turn around and go back to the submarine. Players can never be on the same space so during movement, if a diver is on a space another player is moving to, they jump over that space and continue movement.

If a player chooses to pick up a treasure, they will place a circular marker down representing the space the treasure was taken from. These can be used if landed on for players to drop off treasure they have in order to make movement easier. When the round ends, these are cleared and the line is corrected allowing for deeper treasure to move closer to the submarine.

Once a player has picked up at least one treasure, their movement will be impeded. This means that having one treasure means subtracting one point of movement from the die roll. So if a player rolled a four, they would only move three spaces. More treasures means less movement. Rolling a four when you are holding three treasures means you're only going to move one space.

Keep in mind also that at the beginning of a player's turn, if they hold a treasure, everyone loses air based on how many treasures the player holds. Slowly but surely, the air supply will run out. The goal is for the players to get back to the submarine before all of the air is gone. Should they succeed, they flip their treasures over and see what they've got. Fail and players must stack up their treasures and place them at the end of the line, possibly getting them in future dives.

Players will play three rounds, diving deep, picking up treasures and getting back to the submarine before the air runs out. At the end of the third round, the player with the most points in treasures wins.

Deep Sea Adventure is a really fun game. I'll start by saying it's WAAAAAAY smaller than what I thought it would be, but big things come in small packages. I really like the idea of having a modular board and how carrying treasures "weighs you down" in a way, meaning your trip back to the submarine is slower and also takes up more air. It's really a push your luck game all the way. Deciding to go further down into the sea or turning back to the submarine are crucial decisions that make this game great.







Next up, we played Biblios. In this card game, players are abbots, collecting sacred books, trying to build the greatest library.

The game begins by setting out the board and placing the five dice on their respective spaces with the 3 face up on each die. Players will now remove cards depending on player count. After cards are removed, the starting player will shuffle the cards and play will begin.

The game takes place in two phases. The first phase (gifting) allows players to build up their hands and build up the auction deck. On their turn, a player will look at cards (the total is number of players plus one). As they look at a card, they must decide one of three things. They can keep the card and add it to their hand. They can place the card in the auction pile, or they can place it face up on the table, allowing their opponents to take the card. Once a player has made a decision to add a card to their hand or place it in the auction pile, they can no longer take that action and must reveal the cards to their opponents. After they have completed their actions, opponents take turns around the table choosing one of the face-up cards to add to their hand. This phase will continue until all cards have been taken by the players.

The next phase is the auction phase. The starting player will shuffled the auction deck and players will now take turns being the auctioneer, flipping the top card over and placing it on auction. There are two types of cards: gold and books. If a book is flipped, players will bid gold on the item with the player bidding the most gold winning, showing their gold spent, discarding them, and taking the winning card. If gold is flipped, players will bid their cards, again with the highest bidder winning and discarding their spent cards. If a player bids and is unable to pay, they are penalized.

During these phases, there are a few special cards which manipulate the dice on the board, either by adding or subtracting a point to the die. These must be used immediately upon being received, either during the gifting phase or the auction phase.

Once the auction phase has completed, players will now check to see who has the majority of each set of books. Ties are taken care of based on letters at the bottom of each card. Whoever has majority will take the die representing the set. Once all dice have been obtained and ties are taken care of, the player with the most points wins.

Biblios is a great card game which mixes up a couple of my favorite mechanics, auctions and set collection. The "gifting" phase is really unique and feels good, deciding whether to take that first card you see, or hoping something better comes up for you, but not for your opponents... And then that whole feeling of if you should put it in auction and hope you get it later. I really like that. The auction is really good too. Switching between paying gold for cards and then paying cards for gold, definite fun. There's a lot of great things going for this one and I enjoy it extensively.







We then moved on to The Sheep Race, a racing game where players will bid on who they believe will win the races.

Players begin by picking their player color and taking wager tokens in that color. The board is set up and sheep are placed on each of the starting lines numbered 1 - 6. The sheep cards are shuffled and set up to the side of the board and chits are placed under them to represent which lane they are in. Breathing cubes are set out on each sheep card as represented on the card. The dice for the preliminary races are taken by the starting player and the game begins.

Players will take turns choosing one sheep they think will win the race. The betting token with the number of the sheep they are betting on is placed face up in front of the player. The next player will now choose, but must choose a different sheep. After players have all chosen a sheep, they now secretly bet on two other sheep. These tokens are placed face down in front of them and the other betting tokens are placed aside.

On their turn, a player rolls the dice and will move the sheep in the lane the dice were rolled. So if a four was rolled, the player would move the four sheep. In cases where a 7 or 8 is rolled, players would move the six sheep (7) or the five sheep (8). If a 9 is rolled, the player would move the "lazy sheep" or the sheep in last place in the highest numbered lane.

When moving, players must choose how they wish the sheep to move. They can make the sheep gallop, trot, walk or rest. When choosing to gallop, players will take a red cube, a white cube or two blue cubes (if available on the card) and move the sheep the number of spaces as shown on the card. Trotting costs one blue breathing cube. Again, the sheep moves the number of spaces as represented on the card.

Players can also choose to walk the sheep. If they take this choice, the sheep moves one space and a blue breathing cube is placed on the sheep's card. Finally, if a sheep is rested, the sheep does not move and two blue cubes are added to the card. Players may only take the walk or rest action if the card will not have more than three cubes on it after taking the action.

Once sheep have entered the black grid near the finish line, they are restricted in some ways. Should they enter this area and run out of breathing cubes, they become exhausted, are flipped over on their back and are no longer able to move during this race. Also, sheep may never be rested while in this area.

Players will continue moving the sheep up the board until three sheep have crossed the finish line or all sheep are exhausted. In cases where sheep are exhausted, whoever is closest to the finish line would be the next place (with the sheep in the higher lane being considered before a sheep in a lower one). Players now reveal which sheep they bid on and receive points based on how they bid and which sheep won. The three sheep who placed are set out on the podiums at the bottom of the board with the three losers being removed from play.

The next race is set up with six new sheep and play continues as it did with the first race. Once this race is completed, the six winning sheep are placed out with the first place sheep being in lanes 1 and 2, second place being in 3 and 4 and third place sheep in 5 and 6. The final race die is put into play with the preliminary die being removed.

Players will now bid for the final race secretly, choosing just one sheep. The final race will be run and players will score if their sheep won the race. The player with the most points wins the game.

The Sheep Race is a fun take on the racing game genre. I really love how the breathing works and how a player can force a sheep to become exhausted in order put the sheep out of the race. Breath is extremely important and really makes or breaks the race for the players. It's a little bit too long for what it is, but in that time, you'll most likely be enjoying the movement of those cute little sheep.







We ended the night with Rattlebones, a game in which players are invited to a festival to play games and win prizes.

Players begin by setting up the board, shuffling up the twelve cards and placing seven randomly out on the board to make up all of the spaces that will be used. The other cards are placed back in the box. Players choose their player color and place out their scoring token and their movement pawns. Rattlebones is placed on the scoring track depending on how many players are playing. Each player receives three dice, one in each color, numbered 1 - 6. The game will begin with the starting player.

On their turn, a player will roll one of their dice and take the action as represented on the die. If they roll movement, they choose a pawn to move around the board that many spaces. Once landing on a space, they can choose to take the represented piece and add it to their die.

This game is all about manipulating your die. So eventually during play, players dice will be considerably different, allowing players to do different actions depending on their roll. These are some of my favorite actions:

Train ride: Rolling this at first doesn't do anything but move the train up the scoring track. However, as the train moves, it slowly is worth more and more points. Each time it is rolled, the player takes points based on where the train is on the scoring track and then move the train up one more space. In our game, the train wound up being worth nearly 10 points by the end, so it was a much sought after action.

Roll again: A simple enough concept. Rolling it means a player can now add a second die and roll. Rolling it again allows the player to roll all three of their dice and taking actions for each one rolled. Definitely can be used to stock up a bunch of points or get players moving around the board to get things they need.

Gamble: Whenever this action is rolled, the player rolls the gamble die and receives however many points were rolled. However, if they roll Rattlebones, Rattlebones is moved closer to the players.

I'll explain Mr. Rattlebones. The one spot on your die that can never be exchanged is Rattlebones. He allows players to move one space on the board however, he also moves down the track.

The game will continue with players making points and manipulating their die, making sure to move Rattlebones as necessary. Once a player meets Rattlebones, or he meets them, the game is over with that player (the one with the most points) winning the game.

Rattlebones is an incredibly original and extremely enjoyable roll and move game. That's right. You're just going to be rolling and moving, but you're actually going to be having a lot of fun. The way the dice are manipulated through the game, with actually changing their sides, is really fascinating. Changing up strategy (yea, actual strategy in a roll and move game), is pretty important, as is catching some good luck here and there. I was really impressed with this one.







So that's it! Another awesome Game Night. We had a great time diving deep for treasure, building great libraries, racing sheep and enjoying the dice festival. As always, thanks for reading and thumbing and commenting! See ya next week!
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Chad Egbert
United States
Woodbury
Minnesota
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Lori
United States
Durham
North Carolina
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Monday night:
Black Vienna
Deduce or Die

Delightfully, one of my Monday night comrades decided to join in the Summer of Deduction.

At home:
Probe
Picture Picture


At a friend's game night:
Tikal
Splendor
Biblios


Weekly Hanabi report:
Land Hanabi x4
Aquatic Hanabi x5
Monday night Hanabi club was 23, a defeat, and some Hanabi-related argument. Tuesday's aquatic Hanabi was 24 and defeat. Friday there was random land Hanabi at games night: 19 and 22. I also learned that allegedly the rules in some edition of Hanabi don't say that three lightning strikes is a total defeat, but that it just ends the game with your present score. I completely disapprove. Then Saturday there was more aquatic Hanabi. This would have been the first multiplayer aquatic Hanabi, but our other friend had to cancel. So just regular 2p aquatic Hanabi: 25, 24, 25.


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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
A Booker
Canada
Toronto
Ontario
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Condition: Box and components in excellent condition.

MIN: $12
BIN: $18
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GeekList: My swiss army deck
Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Michael Boggs
United States
Covington
ky
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Still want to play it.
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Bruce Miller
United States
Grand Rapids
Michigan
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Matt 6, Mark 3, Dan B 2, Jonathan 2

Dan B brought this gem which is about French medieval abbots who attempt to acquire the greatest library. “Dan B and Matt fought over a single mortar and pestle card that decided a game.”
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Aaron Yoder
United States
Mt. Horeb
WI
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SR $5

BIN $25
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Sam Sarjant
New Zealand
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Him
United States
Springfield
OR
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I then got to teach some new guests about this push your luck and auctioning gem.
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Board Game: Biblios [Average Rating:7.24 Overall Rank:260]
Brian Worrel
United States
Ames
Iowa
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Condition: Very Good.
Edition/Publisher: Iello
Language: English

Shipping: Free to USA
 
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