Sleuth of a Seuthe: An Investigative Review on Games

As a long time avid game player, and lover, I come before you to tell you my complete honest and forward opinion on games. I will bring out the things I like in the game. Point out the things I dislike. And consider who this game would be best targeted at. All of this while also assigning a completely random biased number on a scale of 1-8. Why 8? Because I can!

Archive for Childrens Games

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Review of "Giant Cthulhu Dice"

Eric Bryan Seuthe II
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If you have looked at my blog before you might have seen that I've already reviewed Cthulhu Dice. You are right, but you are wrong if you think Giant Cthulhu Dice is the exact same product.

Similar to the first review, Cthulhu Dice is a ONE dice die game. The dice has multiple sides, and each face has a special ability. The Tentacle allows you to take a Sanity from the opponent, the Yellow Sign drains a Sanity from an opponent to the center, an Elder Sign takes a Sanity from Cthulhu, the Mark of Cthulhu makes everyone lose a Sanity, and the Egyptian Eye lets you choose what ever result you want.

In the Giant Cthulhu Dice, instead of beads you have Cthulhu shaped wrist bands to represent Sanity. This is a little more fun then the beads. Like the first game it's important to keep it safe. Once you have lost all your sanity, you have become a minion of Cthulhu, and any sanity you take goes to him. Your only reprieve from your mental condition is if you roll the elder sign, and can take some of your Sanity back from Cthulhu.

Turn play starts with the first person attacking another person. The defending player then rolls a response die and play continues to the next player to the initial attacker.

Game is over when only one person has Sanity, or no one has Sanity. You must complete response rolls before the game can end.

If no one has any sanity. CTHULHU WINS!

Replacing the standard, or metal dice (yeah they have a metal die version), you have a giant foam die about 4 inches tall. This allows you to play this game in a larger space, and makes it easier for other players to see the result. Also, it's a huge die!

WHAT DID I LIKE ABOUT THE GAME:

The game is still fast, easy to understand. My fiance's son was playing this at 4 years old, and at 7 years old now, he still loves it. I still force all players to pretend like they actually lost their Sanity when they run out of wrist bands..

WHAT DID I DISLIKE ABOUT THE GAME:

I still dislike the response rolls, confusing first time players. Additionally, the wrist bands are a bit small for my huge wrists, I've lost at least one wristband to... well wrist size...

WHO IS THIS GAME DESIGNED FOR?

This is designed as a quick paced, easy to pick up and go game. It's highly addictive, and kids will love the giant version even more then the original. The giant die, and the wrist bands really locks this game in for kids.

RATING!
5.5 out of 8. The original score was 4.3, the large hilarious sized dice makes it that much more fun. Seriously.
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Fri Apr 25, 2014 6:00 am
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Review of "The Berenstain Bears Learn to Share Game"

Eric Bryan Seuthe II
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I was in Vegas visiting family, and I wanted to get a board game for my Fiance's son to play while we were out there. It was then that I saw The Berenstain Bears Learn to Share Game. I must say I've always loved the Berestain Bears, but my Fiance's son also loved it when I read him the books. It seemed like an easy choice, especially since they gave you the tree as a dice roller.

Game is pretty simple, and easy for children.

Players roll a die through the famous Berenstain Bear's treehouse in the center of the board.

If the die comes up with a color, the player moves to that color.

If the die come up with a smiley face, the player draws a "Do Something Nice Card" or "DSNC", which should get an award for simply having a super long name for a card deck. The "DSNC" allows players an option, which surprisingly has to do with Sharing, go figure. Players can choose to keep the do something nice card, for their later benefit, to get out of trouble. Or they can choose to give it to another player, so they can get out of trouble later, and if they do so they get to move forward on the board to the color of the "DSNC".

If the die comes up with a frown face, the player draws a "Get Into Trouble Card" or "GITC", which is not quite as long a name as the "DSNC". The "GITC" is not very nice, this card forces you to go back on the board to the color of this card. You can however use prior "DSNC" to prevent this bad stuff, but the cards must match colors.

First to the end wins!

WHAT DID I LIKE ABOUT THE GAME:

Of all the children games I have played, this game give children a real sense of helping the other players to gain advantages. It creates a real, we all win aspect, well at least until someone wins.

WHAT DID I DISLIKE ABOUT THE GAME:

I would have liked to see a little more actual story feel to the progress, after all the Berenstain Bears always had a lesson to their antics in the books.

WHO IS THIS GAME DESIGNED FOR?

It's really a child only game, and it's simple enough that you can set up the two kids you must only have (sorry people with aspirations of large families) up and start making dinner, or what ever else you have to do.

RATING!
5.8 out of 8. I consider this rating probably a bit high for a children's game, but I love the them, the concept and I see great value in it.
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Wed Mar 19, 2014 6:00 am
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Independent Game Review of "Mice And Dice"

Eric Bryan Seuthe II
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I got a chance to play Mice & Dice before the Kickstarter started at Gateway Con, part of Strategicon, with the creators.

Personally I think that's the best people to first play a game with.

Let me start off by saying, if you are a kid or an adult, there is something to this game.

Players are assigned numbers, either by random or die roll. The player then places his token on the first spot of the game board.

Players start rolling one die. If a player rolls their number on their turn, player gets two points. If any player rolls another player's number, the player whose number is rolled gets one point.

Every five points, the player gets an additional dice until they reach 25, and then they don't gain any additional dice.

If at any time a player (clearly when rolling more then one die) rolls your number twice, on top of the points for the roll, you gain either a Mice or Rats card. Mice cards are positive cards that help you. Rats cards are negative cards you can use to hurt other players. For every additional dice roll above two with you number, you get another card of your choice. If you have a rat card effecting you, you can choose to not draw a card, to discard the negative card.

Once a player has received over 25 points, they are in the "Cheese Phase". During this phase players can draw cards from the cheese deck in place of the Mice an Rats card that they could draw. Cheese cards have numbers on them. For instance if a cheese card says +3 on the card. A player must roll two threes on their turn to use the cheese card. Once they roll two threes, the cheese card is discarded, and the player gains three points. For a +4 card, players must roll two fours on their turn, and then would discard the card to gain four points.

The winner is the first to the end of the board.

WHAT DID I LIKE ABOUT THE GAME:

I love the simplicity to the game. I love that the game progresses in a steady fashion. If I wasn't successful on my turn rolling my number, other players could still roll my number.

WHAT DID I DISLIKE ABOUT THE GAME:

The pieces in the original game are a bit light, but I've been assured that the Kickstarter edition will be higher grade material.

WHO IS THIS GAME DESIGNED FOR?

Children, families, and just regular people. This aren't super young designers, or even old designers. These guys just love games, and your family will love it to. My future father in law, two other adults and the designers played the game (no children) the first time, and it was a blast.

PRICE POINT?

They took their own money at Gateway Con 2013, and constructed the games. They have them available for purchase on their site for $30 last year, and were selling them there for $25 at the convention.

However, If you act through their Kickstarter though, the price is $22.

This price includes the game, plain and simple.

However they have two options for $16 and $18 right now at a limited time. However to obtain these price quotes, for the $16 you have to pick it up at a location. For the $18, you have to be quick. Hurry before they sell out of the limited cheaper early bird special

WORTHY OF PICKING UP?

I loved the game, you might think the price is a bit steep, but you have to realize, this is a game company who is just starting out. They don't have the contacts, and the deals that the big boys have. This game costs them a lot to build.

Purchasing this game through there Kickstarter gets them the ability to make this game at a lower cost point for them, and lets you help out a truly independent game designer, which is always worth it.

WORDS TO THE DESIGNER:

Any words I had, I gave directly to the designer at Gateway, but to be honest the only suggestions I had was to change some of the words on the Rat and Mice cards to imagery (where possible) to make it a bit easier for smaller children.

Check out their Kickstarter here:
https://www.kickstarter.com/projects/miceanddice/mice-and-di...
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Fri Mar 14, 2014 2:43 pm
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Game Review of "Fibber"

Eric Bryan Seuthe II
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Woodland Hills
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My soon to be step-son received Fibber as a birthday gift. People normally give him, and us games as gifts... well because we love games. Board games, video games, card games. All the same we love them.

So it's no surprise that children games would come our way for our little energy ball of a child.

Play is simple, which is good for children. You'll still have to help with setup, and at the end of the round, but for the most part you can set them and leave them to work on finishing dinner.

Deal the cards equally to the players. Pick a player, they go first, they place a card face down, and say what it is. Then going clockwise, other players must also place a card down, and say it's that same card. At any time the next player can claim that the playing player is fibbing, and the card is revealed. If the card was not the right one, the card player gets a nose attachment. If it was the right one, the fib caller gets a nose attachment.

Person who takes the hit, chooses the next card, and play continues. Once there is no more cards to be played, the round is over, and nose attachments are tallied, then returned to the middle. repeat the round. Lowest score after five rounds wins the game!

WHAT DID I LIKE ABOUT THE GAME:

I liked the blind bluffing of the game. Several times my boy decided that he wanted to toss a card (that wasn't what he said it was) so he could hold onto his other two of the card (the one he said the one he played was) so he could make people think he couldn't possibly have had that many of those cards, when he did.

WHAT DID I DISLIKE ABOUT THE GAME:

My boy loves the game, but adults find the game a bit bland and one sided. This would be a great game though for a bunch of kids. I also wish the game was designed to hold more then four players.

WHO IS THIS GAME DESIGNED FOR?

For children, family game nights, or just trying to appease your children. Really anything that makes you wear funny glasses and make your nose longer is comedy gold to children.

RATING!
6.1 out of 8. It's my boy's favorite new game, beating out the game I specifically designed for him, and for that reason it gets a high rating, but it takes a ding because I didn't really like it that much haha.

I don't like to do this often, but if you like our reviews here at SoaS, then check out our new print and play game: Rough! it's free to download and worth your time! If you are looking for a good active party game, look no futher!
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Mon Mar 10, 2014 6:00 am
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Independent Game Review of "Rock Paper Scissors WAR!"

Eric Bryan Seuthe II
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I was lucky enough to get a chance to review Rock Paper Scissors WAR! from A'Postrophe Games.

This game is really close to it's Kickstarter end, so make sure you check it out soon!

The game is designed on a simple basis of the game War, however more unique is the style in which play resolves with the cards.

Similar to the hand shape game, paper beats rock, but loses to scissors. Rock beats scissors, but loses to paper. Scissors beats paper, but loses to rock. This game adds trump class though to those three choices. Paper Hero beats all regular classes, and Rock Hero, but loses to Scissor Hero. Rock Hero beats all regular classes, and Scissor Hero, but loses to Paper Hero. Scissor Hero beats all regular classes, and Paper Hero, but loses to Rock Hero.

Lastly there are Bombs. Cause boom, that's why. Bombs defeat everything.

Players draw from their equal decks 5 cards. They get to choose from their limited hands what to throw down. Then players reveal, and the winner adds the trick to their discard pile. If players tie, they play another card from their hand.

Players win by taking all the cards.

WHAT DID I LIKE ABOUT THE GAME:

I liked that in the game, instead of the combat being decided by numbers, it's a simple 1 beats 2, 2 beats 3, 3 beats 1 strategy. It also plays out with the "Hero" cards really well!

WHAT DID I DISLIKE ABOUT THE GAME:

I didn't actually enjoy how the bombs worked. I felt (even though I won) that the bombs have no way to transfer between hands once someone has all of the bombs. That being said, the game is still pretty fun getting to that point.

WHO IS THIS GAME DESIGNED FOR?

Families, Children, people who love small card games for two players.

PRICE POINT?

$4 Dollars (Suggest $6)

WORTHY OF PICKING UP?

This game company takes a very unique stance. They let pledgers decide the amount of money they want to spend to get the game. They set a base level of $4 (add $4 for shipping outside of US) to receive the game. Keep in mind, that while this is an amazing idea, they wont make any money from it if people don't pledge the suggested amount. However this will allow them to make the print run and get copies to everyone if someone wants to pay a little less then someone else.

WORDS TO THE DESIGNER:

I'd recommend modifying the play rules for ties, much like War, this allows a more likely situation that Bombs (aces) will trade hands in combat, even if the winner wouldn't normally win combat against the Bombs.

Check out their Kickstarter here:
https://www.kickstarter.com/projects/229805465/rock-paper-sc...
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Fri Feb 21, 2014 6:00 am
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Review of "Donkey: It's a Kick!" (Strategicon Round-Up)

Eric Bryan Seuthe II
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When I saw Donkey: It's a Kick!, I had mixed opinions. I wanted to play the game with the designer, but they were constantly running demos in the Dealer Room, and it was always packed. Thankfully another designer friend of mine snagged a copy, and I was able to play with him after the Dealer Room closed.

Game is pretty simple but fun. Players have a hand of 4 cards. The dealer (who rotates every round) picks a card off a deck, and decides if he wants it, then passes either the card, or one from his hand to the next player. Once players have four of a kind, they grab a puck. Once a puck is grabbed, all other players make a mad rush for pucks. There is one less puck then active players. If you don't get a puck, you get a letter. Each letter spells out Donkey.

This is a lot like Spoons, but they added a couple crazy things to make this game unique.

First would be the Kickers. Players read out a Kicker card at the beginning of each round. The Kicker cards can completely change how the round is played, or won. They can also add extra rules that can make a player fail.

The next would be the rules for players who are out of the game. If you are out of the game, you are a Donkey. Donkeys can not be addressed or talked to by other players. If an active player talks to a Donkey, they are automatically a Donkey as well.

Yeah, you can only image what happened next....

WHAT DID I LIKE ABOUT THE GAME:

I like the ease and fun of this game. It's fast, fun, slightly agressive, and family friendly.

WHAT DID I DISLIKE ABOUT THE GAME:

This game game a little to much power to the Donkeys though unfortunately. In my game, I almost flipped the table and walked out because a Donkey kept shouting in my ear, saying "I'm not touching you!" and blowing into my eye. The Donkey was holding the deck, and now allowing me to have to deck to continue the game. Unfortunately the rules make it very clear regarding touching, but not anything about preventing the game from progressing because a Donkey wont let go of the deck....

It's not like I could just ask for it back.

WHO IS THIS GAME DESIGNED FOR?

Family! Friends! Donkeys. Not my fiance.

RATING!
7.1 out of 8. Dispite the annoying people you might play with, the game is pretty fun for a family. I would recommend it, but I think I need some time before I ever play it again...
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Wed Feb 19, 2014 6:00 am
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Independent Game Review of "Schrödinger's Wager"

Eric Bryan Seuthe II
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Game play in SchWag: Schrödinger's Wager is fun and simple in this two to four player game! Players have a ten card deck. These cards are identical to decks, but each round players shuffle their deck and draw the top five. This represents the players betting hand. 3-4 kittens are then drawn (depending on how many players). Some have powers and some don't. Box cards are then placed on the kittens. Each kitten has a 1/3 chance for the kitten to have been tranquillized in the boxes.

Starting with the first player, people will play one card from their hand. Cards can give you at least one of three ways to play them.

You can play the face down option, which is almost always a bet or tranquilizers/catnip (to negate a tranquilizer).

You can place the card face up, these are usually long game concepts, boasts, or effects that take hold to that cat.

Or you can discard, usually allowing you to effect the game. These include removing peoples bets, seeing face down cards, or switching cards around on the board.

Once everyone has played all the cards in their hands, that round is over. Cats are revealed to be initially tranquilized or not. Then bet cards are flipped. If someone tranquilized or used catnip, it can effect if the cat is still in the game. If the cat was ultimately tranquilized, all of the bets played are wasted, and the cat is removed from future rounds.

Then you count up the bets that are on the cat, the player with the highest bet wins the wager, and a victory point.

After the round, refill the cats to four, and repeat until someone gains four victory points. First to four wins.

WHAT DID I LIKE ABOUT THE GAME:

This game is fun, and the Wager cards help change things up so the game play isn't identical each round.

One of the best parts about this game is the true dyed in the wool tit for tat, stab your friends in the back, double crosses that you can do with the action cards. I know a player who used "Cheat" to look at the box of a cat, then "Switch" to move the poison off of his high bet cat. The only thing I could think about doing at that point, was clearly to use my "Switch" to put the poison right back!

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike how the icons currently are for the face-up and face-down action indicators, but to be honest it's not enough to distract from the fun of the game. In addition, I believe there "might" be a change in the indicators down the line, but no guarantees.

I do wish the game was a little more true to Schrödinger's hypothesis, but at the same time I understand the requirement to make this game amicable for children.

WHO IS THIS GAME DESIGNED FOR?

This is a game that is just as fun for kids, as it is for adults. I think it will even be a fun game for kids to play with adults and vice versa.

If you are looking for a family game, or something that a casual or regular gamer would like, and can play together, then this is the game!

PRICE POINT?

$14.99 (Shipping not included.)

WORTHY OF PICKING UP?

Definitely. This is a cheap price game, without the cheap game play.

So check out Sarcastic Robot at their site.
Pick up a copy of the game here.
Or show up to Strategicon-Orccon and pick up a copy of the game at the General Nonsense Games booth, February 14-16, 2014!
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Mon Jan 27, 2014 6:00 am
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Review of "Payday"

Eric Bryan Seuthe II
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Woodland Hills
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There are few games that I play, and it brings me back to good moments of childhood. Pay Day is one of those games.

I loved this game. To this day, I believe that the reason I am frugal, and a nickel mercer is due to this game.

Play starts with players decide how many months to play. Players then roll dice to see where they land on the 31 day calendar. Certain spots give them events, while most spots give them mail. Mail is either spam, bills, or money grams. Bills are held to the end of the month, money grams are instant.

Players may land on a deal spot. If they land on it, they take the top card of the deal deck and purchase it if they can. Players can take debt at anytime from the bank in thousand dollar increments. Players will not be able to pay off the debt until the end of the month, and must first pay off the interest.

Players can unload the deals they purchased if they land on a find a buyer spot. Failure to find a buyer by the end of the game, turns the deal into a waste of money.

(People can end a game in severe debt.)

WHAT DID I LIKE ABOUT THE GAME:

I love the humor, the deals, the simplicity. I used to play this game for hours when I was a kid.

WHAT DID I DISLIKE ABOUT THE GAME:

Not a damn thing. Some people might hate the realism of the game, or the distaste of cartoonization of economic hardship. To those people, I say, don't care, love it.

WHO IS THIS GAME DESIGNED FOR?

The child in all of us, provided the child inside of us is slightly masochistic.

RATING!
7 out of 8. Oh, just thinking about this makes me want to play it.
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Mon Jan 6, 2014 6:00 am
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Review of "Monopoly Crazy Cash"

Eric Bryan Seuthe II
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Oh children's games. Sometimes awesome, and well done, and sometimes a boring drag out experience which makes you wonder why you agreed to play the game in the first place.

Monopoly: Crazy Cash is pretty awesome though, for children. The board is very simplified. All properties of the original game is removed. Simple funny names are used, and play a part later. All mechanics of he game are stripped, and simplified. There is no multiple houses, monopolies (I know right?), or mortgaging. Hell the game is played with one die.

Players roll the dice, land on the area, and performs the action. If it's an available property - they purchase it, the roll again spot - roll again, and owned property - pay rent, however if they land on the cash machine, they get to use a mini ATM card and put it in a cartoonized ATM (I refuse to say ATM Machine... Machine Machine...). What happens next is what children love. The machine spits out a collection of random money and chance cards.

Chance cards usually let you do things by making imitations. For instance you can go to a property listed, but only if you imitate the object of the property. Like Planes.

When you buy a property, you put a house on it to show it's owned, then once you go around the board you can purchase one hotel for your properties per turn.

The game ends when someone has gone bankrupt, or when the cash machine runs out of cards.

WHAT DID I LIKE ABOUT THE GAME:

It's a fast simple game that's easy for children to master. The imitation is fun, especially when you have to imitate other people.

My favorite part is the imitation of the Cash Machine, it's hilarious.

WHAT DID I DISLIKE ABOUT THE GAME:

The resetting the game for next time. The paper is to thin to shuffle, and you have to specifically pull out money in the right quantity for the cash machine. So resetting the cash machine can be quite the bother.

Also the more the paper gets messed up the more the Cash Machine binds and has problems.

WHO IS THIS GAME DESIGNED FOR?

For children, children and their parents or children and other children. This isn't a game you would see two adults playing, without something being a bit off.

RATING!
4.5 out of 8. I love it when my child smiles, and this game brings all the cheers to him, however I get bored after a while so I can't warrant a much higher rating. Children games should be able to hold the adult's interest as well.
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Fri Jan 3, 2014 6:00 am
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Independent Game Review: Dice and Daggers

Eric Bryan Seuthe II
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Hello, and welcome to a review about another great game by Frank, at General Nonsense Games!

This time we are talking about Dice and Daggers. An easy to learn, fast to play, and addictive new dice game from General Nonsense Games.

I met up with Frank recently, and he was kind enough to play the game with me and my Fiance, before it's release date.

When is it's release date you may ask? Well TODAY!

So if my words swayed you, and I know they will, follow over to General Nonsense Games' website to pick yourself a copy of this fun game.

For me dice games were not really in my household as a child. Sure we had a dice here or there from board games, but stand alone dice games were never purchased, played or requested.

The modern day is very different. I have a lot of dice games at my home, all of which my Fiance's son loves to play.

Dice games have a couple strength's that card games, and board games don't. For instance price. Dice games are much cheaper then most card games.

Another strength is speed. Most dice games are done in a relatively short time. Some too quickly, but this is not the case with Dice and Daggers.

The game starts with every player placing their health on four. Then for each player a shield, and three crown tokens are placed in the center of the board.

On a players turn they roll three dice. In the game the dice are just normal dice and there is a guide to what the dice mean on the board. However, you can upgrade the dice for (not available yet). The custom dice are awesome, and make the game easier, but it's not necessary.

The player chooses two of the dice of the three to apply to themselves, If a thief or dagger is rolled on the three dice, the player must take at least two of them. The remaining dice applies to the other players (daggers not included).

Crowns are stored up by the players and can allow for special uses. One crown can be spent to re-roll a die. Two crowns can be spent to force another player to re-roll one of their dice. Three crowns can be spent to change one of your dice to what ever you want. However if you spend three crowns in that manner, the crowns are taken out of the pool. A player can only hold a maximum of three crowns. If you get three crowns it's called a ROYAL and you get two crowns and two coins.

Daggers take away a hit point. Don't fret though, death is not the end. If you lose all your hit points, you are back to full health, but lose half your coins. If you get three daggers it's called a STRIKE and you get to give a hit to one of your opponents.

Shields grant a shield that can be used to absorb a hit. These are very helpful if you are close to winning, or just don't want to lose half of your coins. If you get three shields it's called a HOLD, and you regain one of your hit points, and a shield.

Thieves do nothing. However if you get three thieves it's called a MUGGING you get to steal three coins from one opponent, or one coin from each opponent.

Coins grant a coin, per dice taken by the roller. If you get three coins though it's called a HUZZAH, and you are granted five gold coins.

The way this boils down, to simplify it, if you roll a crown and two coins. You would likely choose the crown and a coin. All your opponents would get a coin, since you left the other coin.

The goal of the game is to get to 20 coins. Get that and you win!

WHAT DID I LIKE ABOUT THE GAME:

Frankly, I love dice games, but there always seems to be something missing. Bears is all about aggressively quick decision making, Cthulhu Dice is all about messing with people, but at the same time you are playing against the mechanics to survive. This game is about weighing the odds, choosing defense over coins, and abilities (crowns) over winning faster, all while trying to set yourself up for success.

Another good point about the game is that you have to pick your dice, knowing that you are helping your enemies by what you don't pick. Do you take money, and give your enemies possibly a crown they can use against you, or take the crown, and give your enemies more money so they are closer to winning. Everyone is going to make different decisions, but that's the fun of seeing how your friends think.

WHAT DID I DISLIKE ABOUT THE GAME:

I dislike that the custom dice is not within the game, but that problem is clearly solved by a dice key directly on the play mat.

There really is nothing else to dislike about this game. It's solid and fun.

WHO IS THIS GAME DESIGNED FOR?

Dice players. People with families looking for a fast and easy game. It's playable with up to four players, so its perfect for a small get together.

PRICE POINT?

Regularly $19.99, but $16.99 right now for a copy of the game (for a limited time).

WORTHY OF PICKING UP?

For the cost of $19.99, but $16.99 right now (for a limited time) dollars, the game is definitely worth picking up. It's easy to learn, fast to set up, and fun for all players. The strategy, and choices are pretty high for a dice game. If you love dice games I highly recommend you pick up this beauty.

The dice is where it becomes a question of should I, shouldn't I. The cost isn't high. Buy the game, try it out. If you love the game, and start playing it all the time, then I highly recommend the custom dice. If you play it, but don't think you need the dice, then maybe hold off.

WORDS TO THE DESIGNER:

I like this game a lot, I wish the designer dice were standard in the game, but it makes sense to save costs for a lot of people. It's a frill, but a beautiful frill.

Pick up a copy of the game now here.
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Wed Nov 20, 2013 2:45 pm
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