Epic Final Game of Aeon's End: Legacy. It was awesome and you need to play. Is that all that needs to be said? Maybe... Maybe not. This is a potential game of the year or at least #top10.
One of my favorite aspects to this game was when Michael and I were deciding on which cards to keep in play, collaborating on what we think we might need for the next scenario. We spent a lot of aftergame time talking about strategies for the next game and how to improve our characters. I love that I have a character for general Aeon's End play now as well.
I will add more in the spoilers. Don't read if you don't want to be totally spoilered...
Game recap spoilers:Spoiler (click to reveal)Xaxos thought he could just show up and defeat us. But he was wrong! Epic Chapter 8 I thought would be our demise, but we managed to hang on by a thread and kill Xaxos! I am nearly sure I managed to deal ALL of the damage this game. Michael was feeding me Breach Collisions (since that card allows you put it on top of another player's deck when you buy it). It was awesome! He was the gem power and I was the destruction.
There always seems to be a turning point in any game that will suggest that we need to stop worrying about the minions and just focus on destroying the nemesis at hand. If you focus too much on killing off those minions then you will lose sight of the main goal of killing the nemesis and you'll run out of time. But if you start focusing on the nemesis too early, the minions will slowly kill you off. There is always a balance and finding that balance in the group play is crucial.
Good Guys for the win!
Recently picked up a copy of Elements. New to me!
This is a 2 player card game where you are trying to play cards from your hand to try to match the table value without going over, Price is Right style. It is almost a game of chicken, trying to call the scoring round at the right time.
It is a beautifully produced game but there was nothing there to really hold my interest long. Michael ended up winning that one but I just didn't care!
This turned out to be a dud for me. I can see how if you were playing this one a lot then you could learn your opponent's behavior and use that to your benefit, but man, I just didn't care enough to get to that point.
Michael was interested in playing another new game called Dig Down Dwarf. New to me!
This was never on my radar. I didn't know anything about it, but apparently, it is a push your luck dice rolling game. You are trying to collect the gems in the middle of the table by rolling specific patterns on the dice. You can hold and re-roll like you can in Yahtzee.
I did pretty well this game. I managed to roll what I wanted most of the time and got some really good sets. Maybe I just rolled better? Or I got lucky when I needed to? I won with 89 points to Michael's 46, so it was no small defeat. Crushed it! Mwahaha!!!
For me, Dig Down Dwarf was more fun than I was anticipating it would be. The dice are really terrible quality, but the game has had a reprinting since the first edition, so maybe they fixed that. I love the gems and they are worth the price of the game all on their own. Use the gems for another game, even. But all in all, it is not a game I really care to play again.
With all of the Avengers and Marvel happenings around me, it was no surprise that I got to play Captain Marvel: Secret Skrulls. New to me!
This game is BANG! dressed up as Captain Marvel. If you are familiar with Bang then you will know how to play this game straight from the box. There are no real changes to the play at all.
It has been years and years since I have played Bang and never really cared to play it again, so I might not have played this had I known going in. I am still happy I did though.
We had a game with 7 players!! I am surprised we were able to round up so many people for this game. It was also great that no one was right out disappointed that this was just a rethemed Bang. It really makes for a better game when there are no players actively hating on the game. So we played with a good group of players.
I was dealt a Skrull card (aka Outlaw) so I was out to kill Captain Marvel (Sheriff). I had a cool power that gave me +1 distance from people. I was tough to kill. To my right was another Skrull and he made it known quickly that he was trying to beat on Captain Marvel. So I ganged up with him right away to try and help him kill her. Didn't work in our favor and we were out pretty quickly. There is player elimination and it was a while before there was a final verdict, but the good guys won in the end.
This was a fun experience. I definitely like this theme better than Bang, and we had a good group to play it. But I still don't think that I like this type of game in general. I am bad at bluffing games and I generally just don't like them. I just can't lie, EVER. Not a keeper for me.
While waiting for the Captain Marvel game to finish up (since I was dead) I ended up playing a 2 player game of Blokus with my Skrull buddy Eric.
I LOVEEEEEEEEEEEEEEEEE Blokus and would play every day if I had the chance. I love Trigon most of all.
Since I am not a big fan of 2 player Blokus so much, I suggested we play 2 colors each. I think it works a lot better alternating like that.
I was so out of practice though and I just didn't plan or block efficiently enough. It still ended in a close race and I think I was only like 5-10 points behind him in the end. I held up a good fight for as long as I could. I simply can't wait to play again!
A recent acquisition I wanted to play was Nessos. New to me!
Nessos is better with more players, so I felt that game day would be a good place to try it. We ended up with 5 players.
This is a simple bluffing game to try and collect cards for a high value. Some cards are curses and if you get 3 of those then you are out!
The whole time I was playing, I was reminded of Cockroach Poker because it has a similar passing mechanic, but Nessos is just not as fun. There is that element of bluffing I am not good at, but I found it wasn't too challenging in this game to lie when I needed to. I would never pass up cards, though, so I ended up pulling curses that other players had fed me. I held on for as long as I could, but I ultimately met my demise with curses. George ended up winning this game.
Cockroach Poker is so much better. I do like that there is one winner in Nessos, and it has solid mechanics, but Cockroach Poker just seems to be more fun and you have more laughs when you play. I don't think there is room in the collection for both games. Happy to play either if requested though.
I got to show a group how to play Dungeon Academy. I was happy to get this one to the table again. We were waiting for dinner and it is a pretty quick one so I thought it would be a perfect fit.
Turns out I was wrong. Pizza showed up just after the rules explanation, and it derailed the whole game. Some folks took breaks for food while others kept playing.
We had a 4 or 5 player game, depending. Rules were easy and people seemed to understand the concepts and their abilities well enough. I had an easy character that gave me points at the end of the game, my favorite!
James was on fire though, and he managed to do a bunch of killing this game to win. Not only was it his personal best, but he also had Top Score of the players. I have to hand it to him!
It's a cute and simple game. Really enjoying it.
A game that was a pretty big hit at Essen and on my radar a while now was finally about to get played called The Boldest. New to me!
I had no idea this was an auction game hidden in disguise! This was to my delight as I LOVE auction games! It is a push your luck auction game too!
The Boldest is a deckbuilding game where you are trying to gain objects and weapons and people! Some are just for points and weapons are used for possibly gaining better objects later. People are really what help you gain majorities and build up your deck, however.
The main board will hold a bunch of cards that are randomly dealt out each round. These cards will be objects and weapons. There is a different region on the board where you will recruit new people to your deck.
In order to get all of these cards, you will have to plan wisely. There are 4 types of actions you can choose to plan for. Each player will have to take some number of one type of action card and place those card/s face down on their player mat behind their screen. They have to plan for three phases and won't be able to change them once the player shield is removed.
There is an order to the actions. Warriors will go first, then techs, then archers, then cooks. The top 2 players for each action will get to perform that action (in a 5 player game) in order of whoever played the most. All of these 4 actions will be played out in each of the 3 phases of the round.
Your goal is to not get shut out of an action because someone else "outbid" you and you didn't use enough guys. If you do get outbid, then you will get your cards back for the next round. Otherwise, the cards that were bid will be spent/tired and sit out a round before returning to be ready to use again.
Since we were playing a full 5 player game we were able to have the top 2 players in each category perform the actions. Several people still had to sit out on actions because everyone tended to go for similar actions at the same time. I had plenty of actions, but I wasn't gaining the proper cards to make it worthwhile. I was all set up for amazingness, but the cards that I was able to claim at that time were garbage. All of the good cards were taken prior to my turn in the round so nothing seemed to fall into place for me!
James had done it again this game and totally took the win with 61 points. It was a close call since another player had 60 points just behind him! I was soooo very far off with 35 points. I suppose I did get my personal best, so that is something. I really gotta get my revenge.
I quite enjoyed this game. I am not a fan of the artwork at all. The dull colors and drab tone to this game are really off-putting for me. I did enjoy the cute water buffalo though - that side eye is wonderful. I found Brienne too. I am not usually one for programming games, but this worked well for me. The gameplay is quick and will be easy to teach for the next play. I look forward to playing again soon!
I had the chance to play the adorable game called Antler Island. New to me!
Such cute stags and deer meeples (doeples) in this game. In general, you are looking to move your stag around the board and eat some grass, grow some antlers, and hit on some does. You must participate in at least one fight if you hope to win the game though. Fighting means taking on another player in any given area of the map. Super easy to learn and play game.
We ended up playing a 4 player game. One of the players is named Buck, so we had a lot of fun with that, and of course, we let him go first.
I simply cannot believe all of the laughing we had during this game. At one point in the game, about 4 does were in a space and Michael moved in to mark his territory. I wanted some of that action! I moved in, but Michael said he was a lover, not a fighter, so he ran away and left me with one doe, which he said was the ugly one. From then on, I was known as the Stag with Deer Goggles. I mean rly? I guess I will take what I can get.
I am pretty sure Michael made it to the top of the scoring track and managed to win it all. I was tied but didn't have the biggest antlers for tiebreaker, so I didn't win that time.
I can't say the game is that great but it certainly makes for a talking point if nothing else. I had a good time playing, but it won't stay in the collection long.
More on the roll n write front, I got to try out Bloom. New to me!
This is a reimplemented version of Bukiet, which I got to play a week before this. The rules are about the same with a few changes.
In Bloom, you are trying to deliver as many bouquets of flowers to customers without messing up their orders. Several dice are rolled and players will take turns drafting them and you will circle the corresponding number of flowers in a group on the sheet. If your flowers don't match the color of the die, or you circle too few flowers, you will upset the customer and will get negative points. You are trying to sell all of the same colored flowers on your board and all of the flowers in a given region on your board. The major rule difference is that in Bukiet the player with the most negative customer feedback gets hit with some more negative points.
Michael and I just played a 2 player game and it was wicked fast. I went for a strategy I wasn't sure would work but I took ALL of the highest dice possible. I had a ton of negative points from my customers. I planned my board well enough where I could fill 2 fields and 2 colors in the final turn for a ton of points.
I absolutely crushed him this game, and I immediately felt that high valued dice are too powerful. There has to be more incentive to take a lower value die, but there isn't. To top it off I was taking all of the negative points for unhappy customers, but it didn't even matter. I think I ended with a score in the 20s and he had around 11 points. When I play this game again I will incorporate the Bukiet additional rules, where the player with the most negative ticks gets another -3, and the player with the fewest gets +3. It wouldn't have helped a whole lot in this game, but it would have closed the gap some.
I am definitely on the fence with this roll n write. I think there is an OP strategy, but I will have to try it a few more times to really see. It is colorful and I love the pretty dice. I am certainly happy to play it any time, but I just think there are other roll n writes that I enjoy playing more.
MORE MORE MOREEEEEEEEEEEEEEEE from Mystic Vale! This time we included Mystic Vale: Conclave. New to me Expansion!
This box is GINORMUS! It is meant to be able to hold all of the expansions and keep it easy to sort and play. I LOVE this huge box! Not only is it a box, but there is an expansion in there as well. You can now play with up to 6 players and there is a night and day phase if you choose to play with 5 or 6 players, where 2 people are taking their turns simultaneously. You will find new dividers and suggested playing decks if you care to sort through all of the cards and sort them into piles to create better-themed games or games that are well meshed together.
Conclave also adds in a new card called a Totem. These Totem cards will give players a seriously OP ability, much like The Voyages of Marco Polo characters where each power is so freaking awesome you don't know which character to choose at the start of the game!
We were each dealt two characters and two totems. First we chose the character, then we chose a totem that worked well with our characters. This worked out wonders for me in our play. My character wanted lots of curses in my deck and my totem gave me an on-going green tree, which meant that I could have SO MANY CARDS IN PLAY. My turns were super epic and the whole game took forever since I was just trying to get my curse lands in order. So many cool new advancements and vales too. There was a lot to take in.
Michael never found his synergy and I managed to take home the win this time. I ended with a whopping 85 to his 30. Whoops!
I think Conclave is awesome if you love the base game and already own several expansions. It is not just a box of holding, though that is probably enough reason as any to get Conclave anyway. I think it is pretty cool! I would recommend checking it out. Seriously loving this game a lot recently!
Since we finished Aeon's End: Legacy, It was time to work our way backwards and give Aeon's End a whirl. New to me!
LOVED Legacy version so I figured I would enjoy this one as well. Michael and I started out small and just played the introduction game it recommends in the rulebook. The gameplay is exactly the same as Legacy without the story and the planning and upgrading a character in each chapter.
You still get to play a mage and there are plenty to choose from! Each mage has a starting card that is unique, and you will fight the nemesis in the same way.
We were able to easily come together and fight well together. The cards automatically felt weaker than in the legacy game we had just finished. But this was an intro game after all. I thought it was pretty funny that Brama is a character you could play. Michael has a special old-lady Brama voice from when he was reading the cards in the Legacy game. Makes me laugh.
Regardless, it was a wonderful start and a new love for me. This series of games has been eye-opening and wonderful. I can't wait to start opening all the expansion packs and then eventually try the War Eternal game and New Age! All that goodness awaits me in the future! I can't wait to get there! #MOREPLEASE
Recently stumbled into a Portal and it brought me back to Imperial Settlers. After all those Imperial Settlers games I played at The Gathering I felt it was time to try this one again, this time with only 2 players.
I think Imperial Settlers is meant to be played as a 2 player game. I didn't feel so terribly attacked and ruined as I did in that first play I had. The game still felt a bit long, but we were just remembering the rules and making sure we were playing correctly.
I was playing the Barbarians and Michael was the Egyptians. He had a ton of cards he was able to build. I was just struggling to gain points from my Barbarian cards. I did pretty well, but the final points from my cards weren't great. Still, it ended in a close race with Michael winning with 53 points and I had 49.
This was a great game for us to play. I was able to revisit it with a new take and felt it worked a lot better for me as a 2 player experience. It is certainly one I want to revisit more and to try out the different factions and see how they all intertwine together. I can see why people are loving this, but I still think I like Imperial Settlers: Empires of the North better though. Time will tell which will hold out the longest!
I was ready to go insane so Michael and I took out Tides of Madness. It had been far too long since my last play of this and nearly forgot how to play.
Michael started off strong and took points instead of discarding an insanity marker. I told him he was making a mistake, foreshadowing his demise. He managed to get a ton of points in that first round where I was just playing it safe. Come the second and 3rd round, I hammered him with insanity cards, also taking too many myself. We were neck and neck and it could have been anyone's game. Alas, Michael went INSANE!! This is the only way I ever win this game, by forcing my opponent to go insane.
The sanity mechanic is why Tides of Madness is 100x better than Tides of Time! I didn't stand a chance at winning this game! Super fun and clever game, I am glad it made it to the table!
I was missing the Gathering and all the gaming hype and buzz, so Michael and I decided to play a game of Hadara that we learned there.
This is such a fast game with 2 players. It was like I blinked, and it was over. I can never seem to pull it together in this game. Always one coin short or one step behind. I look over and Michael has a million combat and I am barely fighting or feeding my people. I tried to get LOTS and LOTS of income and that really helped me this game. But I still ended up losing a few cards which ultimately cost me the game. Yep, I had to lose cards due to the feeding costs, and then I was DOOMED!
Still ended up in a pretty close race with Michael winning at 197 and I was 187.
Can't wait to start showing this game to everyone! It is just so good!
High noon struck on May the Fourth, so we had a game day at Russ's. Russ always hosts a May the Fourth Be With You/Cinco de Mayo themed game day where a lot of space-themed and Mexican/Western-themed board games are played.
So this felt like the proper time to play Finger Guns at High Noon. New to me!
This is a party game for 3 to 8 people. IMO the more the merrier! The goal of this game is to knock out all of your opponents by taking away their 20 life points. No, there is no player elimination, because when you die, you become a ghost and can still participate in the fight, though you cannot win at that point.
Each round, one player will yell 3, 2, 1, Draw! And all of the players will use hand gestures to show the action they are "aiming" to take. There can be quite a group think with some of these actions since the first action on the list is Posse, which is a thumbs-up gesture. With Posse, if the majority of the survivors are thumbs up, then everyone else not in the posse will lose 5 health. You don't want to mess with the posse!
The Saloon action will allow players to gain health, provided no one else selected the same health value as they chose. You can choose to hold up 2, 3, or 4 fingers, and if you are the only one with that value, you gain that much health.
If you choose Shot as your action, you have to direct your finger-gun shot at another player, and they will lose 2 health!
Ohh, the Lasso action! Full body movement required - these rules were added by me! If you are the only one who chose the Lasso action, you will rope in the current Ally card in the center of the table. These Ally cards have a range of abilities and powers and are usually highly sought after.
The Dynamite action, with a hook 'em horns gesture, will blow up your neighbors, causing them to lose 3 health.
Finally my most favorite of all of the actions: the Power Shot. With this action, you will point all of your fingers at any player and they will lose 6 health. But be careful, since your Power Shot will be disrupted if you take health damage from a shot or from Dynamite.
If you die, you are suddenly turned into a ghost (which happened to me - see photo below) and your actions become a bit more limited. You can still perform Saloon actions to try and stop others from healing, or the Lasso action to stop players from gaining an Ally card. You can also take the Shot action and target players to lose 2 health.
All of the actions are clearly written on a player aid for each player, and Boom, you are ready to go. It is all very clear and straightforward and makes for a great start-of-gameday choice.
I was trying to lay low, but of course, I was all about the power shot. I kept attacking across the table since it is just easier. I got Russ a few times and he ended up being a ghost pretty quickly. It was clear what my intentions were so I became a target. James had me good, see the pic below. He was able to cause my final blow and I was ghosted.
It wasn't much longer before the game was down to 3 survivors and all of the ghosts were in it for the kills. Michael somehow beat the 7 of us down and took home the cowboy championship. What the heck, I was not ganging up hard enough, it seemed.
This game is super easy and is more fun than it has any right to be. Lots of laughs, but you have to have the right group. I would be happy to play this again and I do think having a full 8 players makes it even more fun. I don't think it will be hitting the table very frequently, but I am happy to keep it around for a while.
I had a couple of chances to play Roll for the Galaxy and once was even with the new expansion Roll for the Galaxy: Rivalry. New to me Expansion!
The Rivalry expansion offers a few sets of modules which all incorporate new customizable dice. For now, I will just explain the Orb module. In this module, each player will have their own yellow orb die that they will roll each and every turn and apply whatever bonus they get during that round. There is a new "6th" action to select: the research action. It is represented by the $ symbol which was introduced in the Roll for the Galaxy: Ambition expansion. The rules from the Ambition expansion no longer apply for the $ result when using the Rivalry expansion. Since this is a new action to take, dice with the $ symbol can now be placed in the appropriate slot. When the Research action is selected in the round, you can use research points in order to upgrade your orb die.
The orb die is basic at the beginning, offering reassign, explore, and immediate upgrade actions. As you upgrade the die, you can become more focused and hone in on a strategy that works with your settlements and developments. For example, I was building a lot of developments, so I upgraded my die to have a few -1 and a -2 to development costs that turn when it is rolled. Oh, I was so happy when -2 was rolled!
There are 18 possible dice upgrades that you can purchase. Some are more costly and will require multiple upgrade actions. So many strategies and paths to take when upgrading that die.
The Rivalry expansion also adds in a number of new starting tiles and even more dice. There are new player shields with all of the new actions, and there is a new action selection board as well. The game is now longer because there are more points to be acquired or you have to have 15 tiles instead of 12 before the game will be declared over.
It took a while for our 5 player game to get going with this new expansion. We had to recap some of the players on the base rules before even diving into the expansion rules.
I was starving for dice all game. I should have focused more on upgrading the orb die sooner. But I never seemed to have any $ symbols and I was often rolling only a few dice each round. It was a slow crawl. But I eventually found some developments that allowed me to generate $ for various actions. More importantly, I was able to develop a tech that allowed me to put 2 used dice back into my cup if I used them for the development action. Everything worked perfectly after that!
It still was not enough for me to secure the victory, however. James swooped in and took the win that game with 88 points. I was a mere 68 points for 2nd place. Those many turns with so few dice really had me hurting.
I had a super awesome time playing this game! OMGGGGGGGGGG The ability to customize dice is always so appealing! I am choosing my own fate! I love that so much. It makes me 10x more excited to try the "deal" module since those are also custom dice that are used in a common pool by everyone. I can't wait to see how it plays out. Seriously loving this expansion!
The vote was to play DungeonQuest (third edition). New to me!
All right, I didn't know much about this game at all but figured I wouldn't like it. I was judging a game by its cover and title - totally not fair, I know. Hey, I still played it since I am willing to give anything a shot once, depending on the situation.
So we played this edition of the game with the "revised" combat rules. It was a mishmash of rules and the player abilities we didn't take into account. I am not sure I got the full experience of the game but I definitely got the flavor.
I had no idea this was a game of luck. You are trying to find a pathway to get to the center of gold in this dungeon of unfortunate events. Each tile that unfolds before you will have a different course of action. I think there is even a fall to the pits of doom and die instantly option. This is, after all, the game where everyone dies.
Our game was not out of the ordinary. Michael managed to die pretty quickly with all of the monsters that he encountered. He never made it to the dragon's lair for some precious loot. I am not sure what happened with James, but he was running around in the dark afraid of spiders. Eventually, he died in the catacombs. Tim and I were the lone survivors and the only ones who made it into the lair and managed to steal from the dragon. I had A TON of loot in the end, but I was never able to actually leave the dungeon before the dragon awoke and unleashed.Spoiler (click to reveal)It was like I was in a recent episode of GoT!!!
That was the end of the adventure - everyone died. Apparently, this is how every game goes!
I suppose we had some laughs and the game was certainly much better than I anticipated it would be. I don't think it really gets me excited to play, but I could be convinced to play again. I enjoyed my time and my series of unfortunate events.
To my surprise, there were 3 gamers who hadn't played Tzolk'in: The Mayan Calendar. It was time I fixed that and I taught a 4 player game!
Oh, it was a pretty rough going game. We got distracted by the dinner rush and interruptions from various people. Eventually, we got through the rules and started playing. It took a long while for everyone to wrap their brains around what was happening and what a good strategy might be.
I was trying to keep everyone on track with their goals and strategies. It was hard to maintain and I did some damage to James and Russ early on with a double tick. I am not sure I won anyone over with this play.
Final scores brought Daniel the win with 75 and I was pretty far behind with 55 and Russ 40. James got his personal best of 6. It was not a fair or easy game for James. I just hope he didn't hate it. I doubt I will be playing this game again any time soon! Still a wonderful game - but I will generally pick Teotihuacan to play over this.
I was roped into playing a game of Secret Hitler. New to me!
I have been avoiding this game since it hit the market. I dislike the theme and the political commentary that goes along with playing it. It really is not my sort of game. It would probably be better with a Harry Potter or Game of Thrones theme and I would try again if they did that.
To celebrate May the Fourth we used a Stormtrooper as the round marker.
As it stands we played a 6 player game and I was a Liberal. I didn't trust anyone else and ultimately I sided with Russ for everything. We actually made a pretty good team, since he trusted me. Early in the game I was the Chancellor and was given a Fascist and 2 Liberal policy cards. He had no choice when I handed him two Liberal cards. I think at that point he knew I was a good guy. No one else knew that and next time I teamed up with Russ and passed him a Liberal and Fascist card, I would know for sure which side he was on. The Liberal card happened to win us the game when he was President, so it all worked out in the end for us Liberals. Michael and Tim played, but no one believed they were good. Anyway, apparently, they were. I still think all 4 other players were on the Fascist side and Russ and I did all the work.
Not a game for me, and I really don't want to play it again.
We were at 8 people now, so we split the table into 2 groups of 4 for a game of Trapwords.
It had been a few months since I last played it but I got through the rules pretty easily. As it happens I think both teams were able to finish in round 7. We ended up playing round 8 just to see what would happen with tiebreakers. Turns out the red team was even more awesome! Aka my team!
I think Trapwords makes for an excellent end-of-the-night game and really holds any number of players pretty well. I do think having 8 players is hitting a high count, but everyone still had fun and got their turns to give clues and make guesses. This game is just always a hit!
Michael and I recently got to play a bunch of new games and we started with Artline. New to me!
Any game with an art theme I am immediately attracted to and want to play. A theme usually doesn't do much for me, but as an artist myself, I am particularly interested in it.
All I knew of this game was that it had lots of cards and was pretty abstract, and of course, that it had beautiful artwork.
In Artline, you are trying to get rid of your hand of cards first. You will take turns playing a card to the common tableau of cards, finding similarities among the images in the rows and columns.
The game starts with a card in the center of the table. The first player will look at their cards and find something in common with the center card in order to play next to it. For example, the center card has a dog and a card in my hand has a dog, so I can play my card to the right and say, "This row contains dogs." So everything in that row now has to share that feature of dogs. You can't play in that row if there is no dog, and even if there is a break in the row, it is still considered to be that same row. No other row or column can have the same feature, dogs, so you would have to come up with something else in common in order to place above or below those dog cards. You aren't allowed to specify the actual type of artwork as a feature, i.e. Impressionism.
If you manage to play a card at an intersection sharing features in both the column and row then you will not have to draw a card at the end of your turn, otherwise, you will have to draw a card. There is also an option to discard a card and draw one if you really have nothing to do, which might happen as you start having fewer and fewer cards.
This game is pretty simple, and Michael and I could easily jump into playing it. It is very interesting to see your hand of cards and try to make connections to the images so you can sort of plan for the future, but you are also actively looking at the board for new opportunities.
I had a lot of outdoor scenes, which was a feature for a row in the tableau. That "outdoor" row happened to intersect with a column with the feature "indoor". I didn't see all of the artwork, but a card would have to be both outside and inside to play at that intersection, and I didn't find it. I was also holding a few nighttime cards and I wanted that to be a feature, but I never got around to using that.
I somehow managed to win this game, but I gave Michael tons of opportunities to place his cards. He just didn't have the common features he needed to go out first. I was having a harder time with fewer and fewer cards, but I managed it somehow!
This was a very cute and clever game. I loved trying to think of clues outside of the box and be a little sly. It will be staying in the collection for a while since I am drawn to the theme and it is an easy game to pull off the shelf and play with any level of gamer. I am thinking of those really late night game nights when players don't want to think or learn difficult games. That is the time to bring Artline to the table!
One of the goodie bag games from the Gathering was Bugs on Rugs so we decided to try that. New to me!
I am impressed they managed to make bugs look so cute. I knew it was possible since I did see the movie Bugs, and they were cute in that too. I can say I don't like bugs - please kill 'em now!Spoiler (click to reveal)I tried to avoid taking all of the spiders - because of SPIDERS!
There was a recent designer diary on this game which I found particularly interesting. So I was happy to try the game and see that show up for more insight on the development.
This is a drafting card game where you are trying to get sets of cards and score lots of points. Each bug will score differently depending on the requirements.
Each turn you will display #players x2 +1 cards, so in a 2 player game you deal out 5 cards. Starting with the first player, they will draft one card, and then the next player, and it will be snake style drafting until all players have 2 cards. The remaining card will have an activation effect that will happen as soon as it gets added to the rejection line. Each bug will have a different effect. For example, you might have to give the player to your left any card. So the last player to draft will have a difficult decision to make, taking the card they want versus taking a card they don't want but possibly getting a better activation effect. Tricky, tricky decisions, but that is what makes for a clever game.
The deck of cards is stacked with a final round card placed appropriately for the number of players, so you will have approximately the same number of cards drafted at the end.
In our play, I was all about the different rug colors and scoring big for the firefly cards. I was also trying to collect a large number of beetles and make sure to have an even amount of them for 5 points a card. Those are really the cards that won me the game. I was nervous a few times when the activated events caused disruption of my hand. It just meant I was getting too attached to the cards I had.
The gameplay is so quick and it was over before we knew it. You are getting all of your sets in order and just when you think, okay a few more, nope! The game is over and you are scoring!
I thought this was a clever and charming little game. Really cute for kids and families. I would totally play this at any time. Really enjoyable game.
A super nice game I picked up was Rebound. New to me!
I love nice wooden editions of dexterity games. This one is huge! It works in a similar way as shuffleboard. You are trying to roll these discs and rebound off of the boards to get the disc into a scoring region. You have 3 discs to get as many points as you can, and if you can knock your opponent's discs into the pit, that is even better.
Super easy dexterity game that Michael and I played a few times. We were just playing to 10 points since we didn't really find "proper" rules for the board we had. 10 points worked for me. I super lost both games we played, but I did get better. Unfortunately, I got better but Michael got better-er.
Happy to play this game whenever, but I think I will always choose Crokinole over this one. There is a lot more skill and strategy in Crokinole.
New to the Collection:
Roll for the Galaxy: Rivalry
Finger Guns at High Noon
Captain Marvel: Secret Skrulls
Thanks for following along!
I made a FB group for the blog if you are on there and want to chat up some games! Check it out!
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A photographic journey through board games...
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