Majesty: For the Realm
Majesty is an introductory strategy game for children and families in which we will have to be build the most prosperous kingdom.
Each player has in front of them 8 cards that represented his kingdom: the mill where they find the work of busy millers ; the brewery where beer brewers prepare the great festivals of the country; the witch's house, where a witch is responsible for healing the injured workers; the guard tower where cram the soldiers who defend our kingdom; the barracks where they prepare the fighters ready to attack the other kingdoms; the inn where the innkeeper serves hot meals and good beer to the soldiers; the castle where noble manage the whole realm; and the hospital where going the injured workers.
Each turn, the players must take a card from those available in the centre of the table with paying their "meeple" depending on the distance from the deck. The "meeple" will be distributed on the cards before the chosen card. These "meeple" will be "taken away" by another player.
Whenever a worker is placed in a location he will activate it. The location generates win points. In some cases the location will give new "meeple" and some others activate his special powers. Each card has two different sides with different powers.
At the end of the game, the Players earn bonus victory points equal to the square of the number of occupied location. For every location the player who has the more worked than other players earns the bonus points as shown on the bottom of the card. In case of a tie majorities, both players earn that bonus.
At the end of the game the player with the major number of victory point wins!
I test Majesty with some groups of elementary school kids. It seemed a title designed just for their age. We could define Majesty an introduction to the German or german-light games, but it is also a game that can enter into family games because it has extremely simple mechanics that allow it to be played by anyone.
The game is therefore suitable starting from 7-8 year-olds.
Majesty is a game where children learn to manage their strategy gradually discovering the different levels of the game.
The game has a very simple version of the mechanics of auctions where players spend their "meeple" in order to acquire as soon as possible a specific worker/character. The children, from the first match, have to choose a character among the available on the track depending on how many meeples they have. They will not have only to choose which workers/characters to take, but also choose how to spend and recover their "meeple".
In Majesty, childrens will learn to look for the most profitable combinations. By choosing a worker card the player immediately earns victory points according to the composition of the kingdom’s resident. In children 7-8 years this results in a mathematical evaluation of two or three possibilities going then figure out what is the best action.
Otherwise, the children will learn, that is necessary to observe the realms of the other players and then evaluate the action not only in terms of their realm but also to hinder the neighbouring realms. So, If the player after you are investing in “Queens”, perhaps you should prevent his move you from taking another one.
The game also provides a strong direct interaction. When you take a rider, you fight with the military forces of other players, all who are weak must move a card in the hospital. Although this does not affect the victory points that players have at the time, this touches the end of the game scores, introducing an additional level of play.
Tips for parents.
Majesty is a simple game to be explained and to play. A match is 20-30 minutes long and this allows us to play with our children before or after dinner. It is, therefore, suitable for any family. The rules are simple and after a few matches in the family, the children could play with their friends.
If you are “core gamers with child” will surely appreciate this title game that is a good introduction to euro-games.
How to explain the game
I personally suggest you explain as follows. We introduce the game so that children are focused on the setting so... we are in the Middle Ages where we try to make our thriving kingdom!
For every move, we will gain victory points. Who after the game has the most victory points wins!
We have 8 places on the table. In each place, we can place a worker. Each active worker the place making us gain victory points, some of the men, in others by activating special powers.
We can choose workers from those available in the centre of the table. The worker further from the deck of cards can be taken for free. To take other workers have to pay with our "meeple" of course if we have only two men in reserve we can take up the third paper available.
When we take a card we earn the men present on it that we must put in our reserves. We position the paper under the building and earn victory points, the men, and activate the special powers of each place. Then we explain the various cards.
But let's be careful, after the game we will gain victory points depending on who has more workers everywhere. For example, if Matthew has 3 millers and Emma has 4 millers, Emma earn 10 points.
Finally, players will earn points equal to the square of the occupied places. That is where Matthew 5 places occupied, will earn 25 points, while Emma has occupied 4 and will gain 16.
Thanks to Asmodee Italy for the copy in review
How to use games as educational tool with kids, teenager, everyone. This blog is a guide for parents, teacher and educators https://educereludendo.blogspot.it/
17 Mar 2018
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This week I want to talk a little more in detail about Feelinks, a game that will be located and distributed in Italy by Raven Distributions and that I could see in Nuremberg at Black Rock Games Stand.
This is the English version of the Italian review available at this link.https://educereludendo.blogspot.it/2018/02/feelinks-anteprim...
I learned of this happy news a few days before Christmas when Enrico Emiliani, of Raven Distributions, contacted me to inform me of this new release. I was immediately enthusiastic about the news.
Feelinks is the latest game of Jean-Louis Roubira, author of Dixit one of the BestSeller Tabletop Game of latest years. The idea of this new game strike my imagination. I immediately asked to have more detailed information about the game and its mechanics and I received an extract of the rulebook in order to start to study the game in detail!
During the Nuremberg toy fair, I search this game and, at the end, I found the English edition at Black Rocks Games. In this way, I have to admire the wonderful illustrations and I received a detailed explanation of the game mechanics.
The game has an easy rulebook and very good pictures
Feelinks is a game that teaches about your emotions. It is suitable for kids starting from 3rd grade. On the table there are 8 cards that represent moods, three cards represent positive emotions, two “neutral” emotions and three the negative ones.
A player has to read a card containing a question, or a fact. Let’s say: something that stimulates our emotion. For example: your best friend is about to move to a distant city.
Everyone has to get into the situation with his mind and have to play (secretly) on one of the “emotions” cards on the game board. At this point, each player receives a companion card that creates temporary pairs. Similarly to Dixit players will have to guess the emotion chosen by their partner. Who will succeed with the intent will make more points!
The cards that report these situations are themed according to the environment in which you are playing: friends, school, family. In this way, we will put on the table different situations that can promote the dialogue, the consciousness and the fun.
During the game, everyone is free to justify the reason for their choice. I think this is the strength of the game, because, in this way, the dialogue between the players could be stimulated. The game can also not only to help the player to focus on his emotions but also to push him to “get involved” on the table and in their life.
The game seems to be very interesting to be used in family, at school or with friends to learn how to recognize emotions and how manages it
Feelinks is a game that comes from the experience of Jean-Luis Roubira with aggressive guys. The author of Dixit is a child psychologist who has developed this game to have an instrument that allows the guys to talk about the emotions that cause their anger instead of expressing it in a violent way.
I’m really curious to try this game and look forward to next Cartoomics / Play! fair to be able to try a preview!
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I finally had the opportunity to try one of the games of the new line family games of Chicco.
Yes! Chicco makes board games! One of the biggest company of products for baby choose to enter in the market of tabletop game for preschooler with 5 games signed by Luca Borsa and Luca Bellini!
Well, today I’ll talk about Balloons a cooperative game in which we will be able to push 4 balloons up in the sky before the sun is not obscured by a black cloud!
In the box we have a simple game for children aged 3 years and an advanced game for children from 5 years. In this review I will talk about the advanced game!
click here to read the Italian version of this review https://educereludendo.blogspot.it/2017/12/chicco-balloons.h...
Balloons - In the box we find the best quality materials!
In Balloons players will launch a pair of dice and choose how to move one of the four balloons on the path. On each faces of the dice there are four different colored balloons, the black cloud and the friendly wind.
If the dice show two balloons, the player can choose which of them move the path, trying to make the most advantageous choice. Oh yes because a balloon can “leapfrog” his comrades during the movement.So, you have to try to keep the group as compact as possible to be able to move more quickly to the sun. In addition the cloud card pushes the balloons on the next card. Instead if a balloon end his movement on the rainbow may push back the dark cloud!
If one of the dice shows the wind and the other does not show the black cloud, the player can choose which balloon moves.
If one of the dice shows the black cloud … well you’ve been unlucky and you must to move up on the path. The dark cloud did not “leapfrog” the other balloons … but unfortunately It “jump” the rainbow and the wind card!
The game ends when you can get to all balloons on the sun card by winning the game … But be careful because you can lose if the cloud arrives before the last balloon !!!
The path of the four balloons is long. Should the dark could ruin the game
I had the opportunity to try Balloons with children from 4 to 7 years-old and I found that the came is good because the title allows to play with children with very different skills and age.
In the basic game, players roll a single dice, and you have not to use the rainbow and cloud cards. In this way the game is simplified enough to play with younger children and allowing you to increase the complexity of the game when the child grows. So, you have a game that will follow the baby for a long time! Also, this version allows you to play with children with 2–3 years of difference without any problems.
Unfortunately the game started in a bad way and the black cloud starts earning immediately on the path!
Balloons is a game that places the child in the face trying to take advantage of the result of the dices. For adults this can seem a trivial decision. But the structure of the game allow the children to learn how to beat the game simply by playing. In the various games I played, I noticed that many children tend to move the favorite color balloon and they forgetting to moving the best one, so they lose the game. You Don’t worry if they do in the right move! Be patient enough without explain the better strategy to use to win.
Usually I try to play with the children and simply make the move that I think more right. In this way, I note that the children’s learn the better strategy by simple observation and emulation! I think this is the best way to learn to play and to win!
We managed to keep the compact and with this group shot we can roll back the cloud! Will we win! ??!
Tips for parents
Balloons is really interesting game. First, this game allow to play with children who have different ages and skills. You can use it with the sons of your friend or family with ages close to those of your sons. Balloons has a few simple rules that anyone can learn it in minutes!
Balloons is a coop game , so kids are playing together, not against each other, and this allows him to learn how to defeat more easily .
All of these games are characterized by excellent materials. Chicco has favored the use of high-quality plastic; the illustrations are beautiful; and the card chosen for the games seem to last a long time and leaves a good feeling when you have it in your hand!
I found it very interesting that the entire line has been revised by the National Association of Italian pedagogues (ANPE) ! I believe that this practice can help ensure a higher quality of the product!
We therefore hope that the Chicco Yellow boxes invades mall and this could helps the spread of the board game as a fun and educational tool!
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02 Dec 2017
I want to talk about HOP! a party game that has a sensational set of materials. Inside the game-box you will find six fantastic puppets. 7–8 cm tall and a three-dimensional board that leave you without any words. The materials are organized into a millimetric game-box.
When I have seen the game on the tables at Play! my reaction was WOW! and in all my game-tests that I’ve done in these weeks … people are literally crazy when they see the game “setup” on the table!
HOP! is a game where players will have to throw a rainbow to a chosen player while the other players have to bet on the success of the throw! HOP! is a game of dexterity, but also a game of bets!!! In fact, whoever wins is not the player who has more ability to launch rainbows … yes, certainly this player can be advantaged … but you must also know how to choose the winning/losing horse and conquer cloud points!
In the box we find many excellent materials, as you can see from the picture
At each turn a player draws a challenge card. On the card there is indicated the way in which the launcher (HURLER) and the sticker (SKEWERER) could pass the test, but also if the challenge need an assistant or a jammer. It will always be the launcher who chooses the players to play the active roles, while the passive players will have to bet on the success / failure of the challenge!
In addition, the launcher must stay away from the table and the rainbow must never pass over the table. The sticker must prepare to throw with his elbow resting on the table and try to pierce the rainbow with the index finger … be careful, however, as soon as the rainbow is thrown, the sticker will have to remove the elbow from the table.
Here are three examples of challenge cards!
If the launch is a success the launcher will gain one level while the sticker and the assistant can draw a cloud tile that can be worth 0 to 2 points. In case of failure : the launcher will lose a balloon, the sticker will not be affected, while the jammer will earn a cloud.
Passive players who have won the bet earn a dove while the loser takes a crow. A player who has three doves gains 1 level while he who has three crows loses a balloon.
The game ends when a player reach the last level or loses his lst balloons.
HOP! is a party game for the whole family and it is suitable for children from 6/8 years-old. I leave this wide margin because I have seen children of 6 years-old playing without any problem while children of 7 years-old have many difficulties. As we know this children-age is very particular. In these cases I suggest that the game managed by parents in the first few matches in order to manage the rules and situations that could be make the game not always accessible to independent gaming.
HOP! It is a game in which the main mechanism is the launch and catch the rainbow. Younger children will have to learn how to manage its energy and have to train to center / take the target. But it is not necessary be a rainbow champion thrower to win and have fun playing this game. Honestly I find that the launch of the rainbow is particularly difficult, but I have a lot of fun while playing HOP!
I believe that the most important educational aspect of this game are: to choose one’s partner at every shot and to learn to bet and accept defeat!
But how beautiful are these puppets !!!!
Suggestion for parents.
HOP! is a game that I recommend if you are interested in a scenographic game that could be putted on the table for parties with friends and relatives. HOP! is a game that you could pull out after a dinner, maybe Christmas or New Year’s Eve, in a playful atmosphere where peoples are not aim for victory but have a lot of fun and laugh. Yes, because the beauty of the game is just to see your friends put themselves in absurd positions to launch or take the rainbow.
An advice: You must playing HOP! with a lot of theatricality and a bit of irony you can give great satisfaction. Avoid instead to play HOP! in a very competitive atmosphere because there is nothing that turns off this game more than someone who during the game says: “are we sure that we should do so in this way?”, and start to open the rules and look for the quirk of the rule.
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This is the english translation of https://educereludendo.blogspot.it/2017/10/la-casa-dei-sogni...
My personal game-pusher talk about “Dream home” more than 6 month ago and I put this title in my mind. Some weeks ago my wife ask: “Could you suggest us a good title for our daughter classmate? A group of mums wants to gift a boardgame but they doesn’t known no one right for a girl!”.
As usual I asked the most important information to make an gift: what is the age of the girl ( yes, you have reason, this question is reduntant, she must has the same age of my daughter’s), if the girl is usually play others board games, if she would play with parents or with other children, and especially what were her personal preferences.
I suggest 4 titles: the inevitable “Leo goes to the barber”, “Bugs in the Kitchen”, Go Go Gelato!, and Dream Home. The mums choose Dream Home and now I’m here to write an inevitable review of this game that was in nomination to Il gioco dell’anno 2017.
The Game Materials are excellent!
In “dream home”, up to four players has to renovating each house to make it the most beautiful of the neighborhood! The game is extremely simple. During their turn the players will have to choose a pair of cards and place it in your own home. The cards are placed on a board dispenser on the table , the renovated room cards must be placed in the home trying to get more points than the other players. The other card may instead contain a piece of furniture, a piece of the roof, a tool, a specialist … these elements will help to increase the value of your home … Do you wand a jacuzzi in your bathroom? And tree house in the garden?
Ready to start!??!
The room-cards must be positioned in the home by respecting some simple rules:
Each room-card must be placed on a solid floor, or you can not build an element within the house but from the bottom up and then build on it.
If you place nearby room-cards of the same type, you’ll increase the size of the room and consequently the victory points at the end of the match.
If you have a bathroom on each floor you will get a bonus score.
If your home has at least one bathroom, a kitchen and a bedroom you will receive a bonus!
When all of the cards were used, the game ends and the players count their points.
Now… are you ready to build the house of your dreams?!?!
When I started to play the game I thought to be in the hands of a title that winked mainly to little girls. Instead I found that also young boys like to play to Dream Home ! So, the game is suitable for all children who can read autonomously. The game mechanics are very simple and suitable for age also lower than those given on the box (7+).
I tried to play both with children of 6–7 years with both boys 9–10 and I must say that the game we all loved equally.
If you are choosing a game for a boy / girl between 7 and 10 years … well you can think seriously to “Dream Home”!
The game introduces several educational aspects to enhance specific skills. First of all, the game teaches you to handle spaces . The players are having to choose where is the best position to put some room-cards and must think and choose to leave a space on a plane in order to enlarge a room or fill it with a completely different room.
The bonus rules teach how an house should be made: there must be a bathroom, a kitchen and a bedroom to make the house habitable; and it is much better to place bathrooms on different plans (not n the same) so as to offer to all the people of the house maximum comfort!
Secondly the game winks to keep the memory fresh . When you draw a roof you must put it covered. If you can get all the pieces of the roof of the same color … then you will have a bonus! But beware parents … I do not know why, but some kid always wants to spy on pieces of the roof. This should be an opportunity to create complicity with your kids or teach tothe child that by respecting the rules we could have more fun!
Finally, it is a game that teaches how to handle schedule change . The player has always to choose which card to take from the those available… and always will be the right card at the right time. In particular you could be have problems in the basement/box! The player will then change its strategy and adapt it round by round!
Two House at the end of the game!
Tips for parents .
I never imagined to find myself in front of a game with this potential . The game is fully of educational ideas and the same time very interesting to play for both adults and for children. The only flaw I found is that you can play “only” up to 4 players … with a couple of more players could have become a must for all large family celebrations (Christmas, Boxing Day, New Year, Easter , Easter Monday) … but I’m sure you’ll find a way to play those occasions also teaming up with some other family / friend!
]How to explain the game
Explain the game is quite simple. But explain while playing it is even more! My advice is to read the manual once before presenting it to your kids, and maybe try to play alone at least 1 game. When you open the game for the first time with your children their impatience may start to play before they understand how to do it!
These is my explaining suggestion:
Take the cards and distribute them on the dispenser in two rows, as written in the manual.
Now you’ll have to explain the basic rule of the game: as you put a card in their own home.
You have to explain that the cards should always be supported where there is the floor, that the cards can not be suspended in the middle of the house.
You also explain that only the cards with black border may be in the basement.
Now you must explain that some cards (such as the living room or kitchen) make more points if they are side by side, while others (eg the bathroom) can not stand next to another card of the same type.
Finally you have to explain that when you put a piece of furniture (the paintings, jacuzzi, etc) in a room … you close it and therefore can not expand more (ie you can not enlarge with another of the same type) card.
Well if you have arrived at this point you have almost finished explaining the game! It is missing one last important step:
If you can not place a card following the rules just explained … you can place the empty side (always respecting the rule of the floor!)
Finally, the roof covered cards are filmed and that the aide / tool cards can change the game rules.
And in 5–10 minutes you can start playing to “Dream House”
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English version of my post: https://educereludendo.blogspot.it/2017/10/giochi-di-ruolo.h...
Recently I read an online post that has caught my attention. Riding the release of the fifth edition of D&D, the authoress had decided to talk about role-playing games tagging them as dangerous for young people, an open door to the occultism and satanism, and reported the story of an Italian boy who felt a sense of omnipotence and profound tie with the game . The aim of the article was: these games had the power to deviate the minds of young boys by leading them to dangerous roads and approaching them to the occult world. The authoress’s blog was aimed to talk to a Christian audience by offering a distorted vision of RPG.
The first edition of D&D. I start my experience on these games! — Foto Copyright Unknown
My educational experience starts and growth in a small parish communities of Legnano (Italy). I start as game animator, became kids and teenager educator, and responsible of young activities in over 20 years. Until 2015, I held 18-years old and young groups in ur Pastoral Union. In 2015, I chose to leave this role because I needed to undertake new educational challenges (including Educere Ludendo) and I continue my spiritual growth and personal training.
My passion for role play was born in 1989: during the traditional summer holiday on the Orta Lake. That summer, my friend (Emanuele) got a deep wound on the foot, diving from the pier of our beach. Luckily my friend Luca had taken the Dungeon and Dragons Basebook on hliday! When Emanuele came back from the hospital with her foot with a big sutura and his mobility was reduced we were already gathered around a table to understand how to start playing D&D.
Under the fresh drafts of the “Punta di Crabbia” camping, four boys decided to spend the whole summer around a table together with their wounded friend by face up to horrible monsters, mysterious enemies, demons…
Stormbringer is a RPG gamed published by CHAOSIUM based on Michael Moorcock Novels
My passion for the GDRs grew over the years and I start to pla other games: Stormbringer where you had to sacrify a part of your soul to vincolate demons to your weapons; The Call of Chtulhu , where you pursued the cultists of ancient divinities fallen asleep; Cyberpunk , The Lord of the Rings , Vampires in the Dark Ages , Wherewolf , and then I start on indie role-playing games such as PrimeTime Adventures , One Penny for My Thoughts , Esoterrorists , and Polaris.
For the most of the time, I’ve played the role of dungeon master or keeper (as today, all Monday Night with Mattia, Ricky, Thomas and Claudio). Over the years I’ve even had three different weekly groups.
The thing I liked most in this hobby was to find with my friends to play, invent new stories, propose quest, and try to live on my skin the sensations of the adventures I read in the books I loved.
I think maybe 1998 was 97 or maybe it was 2002 … I do not remember exactly! It is a fact that in my Parrish we had a problem: 4–5 street boys, a small group of 8–9 year-old boys, do not respect any rules.
As often happens in catholic structures, the simplest solution proposed to the “manager” was to “leave them out”. I did not find myself in these choices . I think: what Jesus would do? Would you let them out of the door or be welcomed? Would he have proposed a change or would he have been marginalized?
And then I start to entertain them once a week with Dungeon and Dragons. The proposte had a shocking effect on the guys … Within a few weeks they passed to be not able to stay sit on chair to spend two or three hours around a table ! I structured their adventures to have a clear teaching behind them and I noticed that through the game some values could be conveyed more easily. But this experience was closed the year after my degree. I start to work in university a stay long time away from home. Educational projects needs constancy.
The next year, my friend Benedetta proposed a project to use RPG as educational tool at the Youth Aggregation Center in the Mazzafame neighborhood. He had just left the degree in science education in Milan where a professor, whose name I do not remember, had explained how role play could become a powerful educational tool! For a few years, Benny moved on to the project, occasionally asking for advice and materials. It was 2005 or 2006 when he married and asked me to continue the project in the YAC. For three years I followed a group of 18–22 year olds using role playing as an educational tool. It was beautiful, exciting, and it has created friendships that still last forever!
copyright of Dork Tower!
I still remember this Kovalich comic that had appeared on Nexus Magazin … As a Educator, Christian, Catholic, Player, etc … hear someone who still talks about how dangerous a role-playing game can be and how much a boy can approach at occultism I seem anachronistic.
But the academic say different! Search on google I find a lot of interesting material that clearly explains that a role-playing game is not dangerous. I like to comment on an article written by Fabio Paglieri , a researcher at the Institute of Science and Technology of Cognition and president of the Italian Association of Cognitive Science, who writes “How to play role as a complex system: pedagogical and therapeutic consequences “ role play can be an important educational tool, how it encourages self-education both in the individual and in the group, and how this concept of complexity should be translated as creating a rich, vibrant, dynamic and entertaining environment. I also recommend reading the article “ role play as educational setting “ by Matteo Ripamonti , professor of the department of sciences of the University of Milano-Bicocca, who states: “ The role play is full of concrete educational opportunities: through this tool , competent people can experience and experience experiences that are unpredictable, and ultimately the discovery of the new, adventurous exploration, the true animator of every authentically educational experience. “
So let’s no longer demonize games, video games, and in particular role-playing games. As parents and educators we must understand that the real problem is not in the instrument (in this case the RPG) but the malicious use that someone do of this instrument. Like any other thing man has invented!
In my 30-year experience I have always found very positive people around the role playing. During the game, I have been confronted with many philosophical and ethical questions that have helped me to make several choices and to form my character. Well I guess that role play games helped me to become a better person!
Player's Handbook (D&D 5e)
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26 Sep 2017
This is the english translation of https://educereludendo.blogspot.it/2017/09/magic-maze.html related to Magic Maze
Four fantasy heroes were catapulted into a strange world (which to us looks like a shopping mall), their weapons are lost, they have short time to find them, and they must be able to run to remain trapped in this strange world!
Magic Maze is a cooperative game where, from 1 to 8 players, must control four heroes and lead them step by step to they salvation through 20 scenarios.
Each player receives a power card that allows him to perform a set of actions to any hero moving through the intricate hallways of the shopping mall.
All players act simultaneously, while time passes inexorably.
Players can not speak, but they can make a suggestion to another player putting in front of it a red wooden marker. That player having to undersand the suggestions and determine wicht action has to take. Do I will have to move the Archer or the dwarf? Do I will take the gun and go on the hourglass box that allows me to turn and gain time?
If you complete the scenario, you can move on to the next one. Otherwise you will be stuck in a time loop "forced" to repeat the same scenario forever!
A player has placed the red marker in front of the player who has the power to pick up / down the escalators and moving east. But the player will be able to figure out what to do?
Magic Maze is a game for 8 and up, but it works fine also with secondary school, with high school, with groups of young people and with families. Not by chance was the most voted game in Play! (The biggest italy game-fair) and it is among the five finalists for the Italy "Gioco dell'anno 2017".
In the bottom of the picture the powers that are distributed in an 8-player game. At the center of the table you see the four heroes who have just landed in the New World. To their left, the stack of tiles of this scenario. To the right of the red marker used to "communicate"; the hourglass; and a set of "x" that are used to say that an hourglass box was used. Above the goal card. When all the heroes are simultaneously on their weapon, this card turns and the power of teleportation stops working. More Above you will find the cards to play in "loner" mode and tiles to be added for the other scenarios.
Magic Maze was one of the games that I chose to take with me into "Vacanza insieme 2017". We were a group of over 250 people of all ages who have "occupied" a hotel in the Dolomites. Among them was a group of boys of 8-10 years who is passionate about the passing game is several hours in the evening and is in the late afternoon . See their approach to the game was really interesting.
As we can imagine the first difficulties was representing by the impossibility to talk each other. But after only a few matches (or about 30 minutes ... always under my close supervision) the guys respected this rule among the incredulous and amazed looks to parents and seniors who saw 5 guys playing in complete silence!
However, the greatest difficulty that the group had to face was to finish the first scenario. Initially I see that a couple of guys tended to focus more on other players moves than their activities (the tipical problem of the dominant leader ). Also it was difficult to see where is the best way to use its power and how unlock some situation! Everyone reasoned for themselves!
Games after games ... Or rather defeat after defeat. The kids blame other player. Observing the group, it was clear that they could not cooperate. They did not have any tools to cooperate. They were not used to play as a team.
I attended all their matches. After every defeat I started to explain that they had to focus on helping the group. If one player had not seen the sequence you imagine... you could try to found another solution. What they should strain to think more about how to make the best from their powers. After 9-10 games on the first scenario .... the group magically change the way to play! They begin to work together and win three scenarios in a row!
Magic Maze is one of the few cooperative games I've played that profoundly stimulates the group to cooperate (along with Apollo XIII). Or rather, it is one of the few games in which cooperation is critical to be able to win (or survive).
I think these games will allow to develop the competence of "team working". But surely a group of kids will have the need to be helped to understand what it means to "play as a team."
Initially you have to worry about exploring throughout the mall. It 'very important so that players move the heroes on the colorful exploration and boxes corresponding to the player with the power exploration is ready to turn the card and connect it to the "maze." Be warned that with the heat of the tiles can move and should be able to remain calm during the game
Suggestion for Parents
Magic Maze is a very unique game. The level of adrenaline is really high throughout all the game. But for some player (older or younger) could be frustrating bye the impossibility to speak.
During the match you could take advantage of the few moments in which we can speak freely. In the first scenarios, you can speak only when someone "turn an hourglass ." In the next scenarios some heroes will be able to activate the possibility to speak on certain boxes. In all these cases, you can talk until someone starts to move a hero ... but be careful that the time passes! And be even more careful that as soon as someone moves a hero you have to re-enter into "silent mode" until the next opportuninty. Make well those moments to coordinate your activities !
When you "lose" a scenario dedicate the right time to de-briefing. You have to learn how to manage it in the most constructive way. If it is possible trying to figure out where a player on your team is "stuck" and find a ways to help him in the next game.
Step by step you will notice that the group will begin to improve their non-verbal communication. The focus of each player will be how to increase its role in the group and how we can coordinate in order to end succesfully the game!
Example in game situation
The first task of the game is to explore to find all the objects and outputs!
Keep a hero next to an hourglass space so you can turn around and buy time! But be careful not to turn too soon!
All tiles have been explored and have to worry that every hero reaches his weapon. The purple wizard and the Green Archer simply have a hallway. The orange Nano has to go down the escalators and the warrior can use the teleport er approach his weapon
When players have managed to recover all the weapons (simultaneously) teleportation is "disabled." In the picture you see the paths that each hero will have to do to achieve its output. You will not have time to get them one at a time and you need to act in parallel on multiple heroes. In many cases some heroes will find themselves along the same path in the same direction. But be careful when you have to move them in opposite directions !!!!
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Read it in Italian at [url]https://educereludendo.blogspot.it/2017/09/primo-viaggio.htm...
I'm back to talk about Ticket to Ride: First Journey (Europe). In the past few months I try the game with different groups of kids and I came to the conclusion that it is one of the best "Kids" titles of 2017.
The goal of the game is to be the first player to buy 6 tickets and travel across Europe!
Opening the box we find a very big Europe map with many caoitals connected by a railway network.
Each city is represented by its symbol: the Eiffel Tour in Paris, the Irish goblin in Dublin, the Colosseum in Rome, etc ...
During each turn the player can do one of the following action:
* take possession of a treat,
* draw two cards,
* discard his tickets and catch new ones.
The contents of the box are very rich!
The matches are quick and doesn't exceed 30 minutes. But consider that between explanation and first moves, the first party could durate around 40-50 minutes.
The game is ok from the elementary School. The game is very suitable for all kids between 5/6 and 10 years. Seeing it play I understand that it is definitely an excellent first game where the guys will find themselves at ease with the rules, succeeding in mastering it already from the first game.
Why do you choose First Journey instead Ticket to Ride?
This is the doubt that I have when I see this game in april. Ticket To Ride is for 8+ year old while First Journey is a 6+. Initially I think that it's enough to simplify a bit of the game to play. But during the matches, I see that First Journey much better fit for chidren in elementary school. I say that 8 year old child can play TTR without any problems. But often at our home we have our children and their friends with different ages, or maybe some kids do not usually play tabletop games. In this case First Jurney becomes the best choice. During the last summer holidays, some 10-year-old girls have monopolized the game. A 20 minutes game allowed him to make more matches. Also it is possible to make a game, play in the garden, and make it another (as if they were playing cards!) ... Then, when I see a table of a group of 10-yeard-old girls beaten by 6-year-old boy is very fun!
Educational and Competence Aspects
First Journey allow to improve the problem solving. The purpose of the game is to connect the cities using the network of railroads on the map. Each player will search for the optimal path to connect two cities. When a player deals a line, other players may be forced to look for a new path or discard his targets and catch new ones. At any moment the child will be faced with having to choose a new path / strategy to win.
On the other hand, First Journey is "geographic" game. The child that starts elementary school will find himself familiarized with the concept of Europe. The older one will have the opportunity to strengthen the knowledge of major European capitals. In both cases, the capital will be indissolubly linked to their "symbols".
Suggestion for Parents
As a parent, educator, blogger, (and beginner game designer) I was fascinated by the simplicity and elegance of this game. A few rules can offer a nice game experience suitable for all ages. The short duration of a match, the pssibility to play it with anyone and any situation make the came very interesting. Do yu want to play it caome back from school? It is possible? Do you want to play before going to bed? Oh Yeah|
Explaining the game is very easy with children of all ages!
Suggestion for Hard Gamers
If you are an hard gamers you might think it's not worth playing this game at home, especially if you already have Ticket to Ride or Ticket To Ride Europe. But in that case First Journey becomes a great filler, a match is only 15 minutes lenght, you will need to use a minimum of strategy and you get more fun and satisfaction respect other filler! Finally, you can play First Journey with friends / acquaintances / relatives who are less inclined to board games.
You can Note that int the game is much more Alea than the "senior" version. In particular, when you complete a ticket and catch a new one you could have already completed a new line without any effort. This give simplicity and speed to the game. I think that the rule is appropriate and I strongly advise you against the use of "fair play" variations like Takenoko for advancer. The beauty of this game is its fluidity!
Ticket to Ride: First Journey (Europe)
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07 Sep 2017
See Italian version at https://educereludendo.blogspot.it/2017/09/Level-9.html
Level 9 is the game that I know that is closest to Tetris. Each player has two sets of digits that could be wrap each other.
The goal of the game is to be able to place your digits on the highest levels of your "pyramid" in order to gain more points than other players.
Each turn a card will be drawn out. Each card show a digit. Each player must place the card on their playing plan with the following restrictions:
1) A card must always stand on the table or at least stand on two cards without any leaving any "holes" under;
2) If you place the card on a level already used, it must always be in contact to another card of the same plane / level.
Round after Round, level after level each player we will build a sort of "pyramid".
When all the cards are over you have to count the score. To calculate the score is not trivial: every digit value victory points as the product between the value of the digit and the level / plane to which the digit was.
Any card that is in contact with the table is not counted (we are on the ground floor), the points generates by the tiles on the first floor are the sum of all the digits, on the second floor each digits will be multiplied by two ... and so on.
Level 9 is recommended for kids starting from 8 years because, to calculate the score, you need to know how to make sums and multiplication. This competence also promotes the strategic component. Younger child could not be able to choose where it is better to place a digit to increase the chances to win.
However the puzzle game mechanics is very fascinating for children of 6-7 years and so I think that it is possible to play with the appropriate strategic explanations, and leaving the counting phase to parents or older children.
Otherwise, at the bottom of this post you can found a simple 'house rules'that allow to play with 5-6 years old children.
Competence and Educational Aspects
The game touch many of educational aspect. The first is the calculation of the final score trough a sequence of multipliers and sums that each player will have to make. If your kids is able to do these things, do not put them in place, but encourage him to calculate his points. You have to avoid the temptation to use your smartphone calculator. Give yourself a good example and count your points first!
Another educational aspect is to be able to combine the elements of the puzzle: it is necessary a good abstraction ability to predict which is the best position to put a card. Towards the end of the game you could also try to imagine which pieces will come out.
The game is extremely simple, the rules are summarized in a short sheet with many examples. But nothing helps to understand the game mechanisms like playing a party.
If during the game you notice that someone has some difficulties in choosing where to place a card, I will suggest you to wait the end of the came a perform a "de-briefing".
The most complex part of the game is definitely counting points . In the first games I had a bit of difficulty in making it but in the end I realized that it is best to proceed in this way:
Start to count the numbers of levels your pyramid is composed of.
At this point, take all the tiles of the level up, add them, and multiply the result by the value of the level.
Then go to the next level.
When you get to the "ground floor" you discard all the tiles. Don't care how many tiles the leval contains, multiplied by 0 always giving 0!
The game creates a feeling of remarkable satisfaction. Being able to fit the pieces and make a pyramid / building / tower makes us feel good.
You can also play Level 9 alone by trying to challenge your record. You could appreciate both for yourself and for the opportunity to allow the childrends to play everytime (maybe as a workout for a family challenge!)
House Rules - Junior
Today I have a good time and I propose a set of rules if you want to try playing with 5-7 years old children.
The biggest difficulty for childrent is the scoring. The purpose of these house rules is to eliminate this limitation, simplify counting and consequently the game strategy.
The calculation of the points could be as follows: each card value is equal to its level.
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29 Jul 2017
Original Italian version available at https://educereludendo.blogspot.it/2017/07/super-goal.html
In April 2017, I see a smiling Max Troscia http://ideeludiche.blogspot.it/2017/04/super-goal-il-calcio-... telling me: I have tried a very good football game! The next day, along with Simarillion http://pinco11.blogspot.it/2017/04/nonsologamers-super-goal...., we are there on the tables to try this game. All the tables was full, the game is simple and straightforward and so much for kids and their parents!
Let's find out how Super Goal! work!
Super Goal consists of two periods over a total of 15 minutes. The game proceeds in turns where players alternate between striker and defender in relation to the possession of the ball.
The attacker has three dice (orange-control, red-throwing, and purple-throwing) with which he must try to reach the opponent's shooting area. The defender has the defense-blue and parade-blue die.
Super Goal, the dice set
The "red" dice are used by the attacker, the "blue" ones by the defender, the black dice rolls during the rigors, the white one is the highscore nut that is used by a player and then passed to the other player
The striker will have to try to get to the shooting area to make his best strike but be careful not to lose possession of the ball. The defender will have the ability to intercept some of the passes and oppose in the shooting area.
The attacker sets his action using his dice until a die has the "X" symbol, which means the attacker has lost possession of the ball, "?" When the defender can intervene with the Blue Nut or on a shot at the goal.
Super Goal - Action Example
The kick is started, the ball is passed and then on the left side, the player loses control of the ball and the defending team commits a fault
Arriving in the shooting area, the attacker can make his shot at the goal, the closer he gets to the poles and the more he has the chance to score a goal. During the shooting the defender will have the opportunity to intercept the ball and finally to beat it.
Super Goal - Punishment at the edge of the area
The pitch is still far away, the left wing hits the penalty, passes the ball to the champion that at the edge of the shooting area sees the mirror and tries to shoot at the pitch. But the defense is still heavily involved and is still fouling
Dice after Dice the match will determine its winner!
Super Goal, penalty kicked off by the barrier
The position is favorable and the attacking team tries to pull directly into the pitch
The shot seems well directed towards the pitch mirror.
But the cross falls and the ball goes low.
* Risk Management
* Dice launch
The game is suitable for teenagers from 6 and lends themselves to becoming a nuisance in the football enthusiast families.
Super goal is not a profound strategic game but is based on managing odds ... or better on risk management!
The attacker's actions are all focused on reducing the risk, keeping control of the ball and approaching the opposing area.
The defender can initially intervene only on the opponent's mistakes. Or try to stop an attack action.
The game is full of overturns as it often happened in pre-kick socks and as it happens again in youth teams.
Suggestion to the parents
If you have a passionate son of football and want a game to be taken with you during this summer ... super goals could be the right game for you.
The game is extremely simple and the convenient metal box allows you to transport it easily to the beach, train, mountain ...
If you are so passionate about football ... well I'm sure you will not let it escape!
Translation Performed by the Help of Google Translator
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