Session Review: Bring Your Own Book from Matthew Moore and Luke Nalker and Gamewright Games

Session Review: Bring Your Own Book from Matthew Moore and Luke Nalker and Gamewright Games

Bring Your Own Book (subtitled “The Game of Borrowed Phrases”) had me at the title. As a voracious reader, I knew it was going to be a game that I’d enjoy. I wasn’t preparedBring Your Own Book for the game to play so well with our entire group, including some I’d describe as ‘non-readers’. It’s 2016 – what can you do? Although bibliophiles will embrace the game quicker, you need not be obsessed with books to enjoy it. Originally released as a self-published game, Gamewright has snapped it up. Thank goodness they did because it’s fun and we laughed a lot while playing.

Bring Your Own Book is amusing for the reason most party games are: you get to inject the personality of the people playing into the experience. On the surface, it’s a pretty straightforward. Like Apples to Apples, Dixit, and Cards Against Humanity, players submit an answer based on criteria set by a game card. That player selects their favorite option and awards the card to the player who selected it. The subjective selection of ‘good’ answers based on whose turn it is drives the mirth in these games. Bring Your Own Book is no exception here.

Yes, You Literally Bring Your Own Book

The innovation here: Instead of a hand of cards with possible answers, players arm themselves with a book. The book’s text is the source for their answers. Once the game card is read, players scour their books to find a phrase or line to match the card. Categories are all over the place, which is amusing. Some examples of the witty card selections: “A line from an unpublished Dr. Seuss book” “A pickup line” or “The title of a romance novel.”

One might read that description and think the game is more interesting for readers who pick their favorite book to use. Not so. The real fun comes out of the truly bizarre answers people try to pass off as a reasonable answer. I did well in our first game with a book on Irish history (I’m a mutt but more Irish/English than anything else). One of our players had a picture book about gnomes, which was a great source for ridiculous responses. Considering the card picker can select the winner based on their own criteria (funniest or the most appropriate for the category), going the funny route can often work and it almost did for the gnome book-wielder.

Bring Your Own Book

If you’re one of those folks who have moved on from deadtree books to the ebook world, you can still enjoy the game. While we had people raiding a few of our bookshelves, there’s no reason why players can’t just bring up a book on their Kindle or iPhone to use. Furthermore, you can get many free books online from your local library or online resources to use in a snap.

(Yes, BGB listeners who know me to be a total tech-head might ask about these bookshelves in my home. I do mostly read e-books but the deadtree variety are so cheap these days that sometimes, I just buy them instead…hey, I got this Morrissey biography for $.08 plus shipping!)

Oh, yeah – the winner is the first one to four or five cards. I think that’s it. Seriously, if you care about who wins, you’re missing the point of party games.

The Final Word on Bring Your Own Book

If you like this style of party game, you’re bound to enjoy Bring Your Own Book. While I love and admire clever party games like Codenames, games where you submit answers that rely on player relationships are the biggest source of laughs. The delightful bonus for Bring Your Own Book is how it allows players to get even more creative in their selections. Yes, it’s lower-effort creativity than the likes of Balderdash (another of my favorites), but it works. The game is now on our Top 10 Party Games list.

Bring Your Own Book plays in 20-30 minutes and with 3-8 players. Of course, you can control these factors by simply handing out more cards or increasing the threshold for winning. The packaging is also delightfully bookish, another fine detail for us book-lovers. I’m jazzed by the packaging Gamewright has been using, although my favorite has been the dice games boxes with the magnets you’ll find housing Qwixx, Dodge Dice and Rolling America. Not anymore – look at the cool addition to Bring Your Own Book just below. You track the books used to play the game as you go. What a terrific idea and one that is unique to Bring Your Own Book.

Bring Your Own Book

Bring Your Own Book is available now from Gamewright and you can follow the author here.

Boardgame Babylon Rating for Bring Your Own Book

BIN (Buy It Now) PIN (Play It Now) TIF (Try It First) NMT (Not My Thing)

Disclosure: Copy provided by the publisher for independent review.

Session Review: Sushi Go Party! by Phil Walker-Harding and Gamewright Games

Session Review: Sushi Go Party! by Phil Walker-Harding and Gamewright Games

Don’t you hate it when a new edition of your favorite game comes out and the old one might as well go in the trash bin? Sushi Go Party will not do that to you. Fans will love the expanded version and they can easily recycle their previous copy by handing it to a friend as a great introduction to modern board games. That is, until the friend loves it so much that they upgrade to Sushi Go Party and pass the basic game on, too. The new version is that welcome and good.

Sushi Go For Beginners (skip this section, experts)

If you don’t know the original Sushi Go, where have you been? This inexpensive crowd-pleaser has enjoyably light Sushi Go Partygame play (plays in 20-30 minutes) and charming artwork sure to dazzle young and new-to-modern-game players. The game works incredibly well for that set, while serious gamers often like it as a filler.

Play is simple but interesting: players get a hand of cards, selecting and revealing one at a time, and then passing the hand to the left (a ‘pick and pass’ mechanism, as it is sometimes called). This is done until all cards are gone, which triggers scoring for the round. Points are awarded for sets that are collected and scored in unique ways for different cards (e.g., majority, multipliers, pairs, etc.) The game plays over three rounds, with building scores and a final bonus for dessert cards collected over the course of the game. The original game is enormous fun and so worth the cost of this small tin chock full of fun. But the new edition is even better.

Sushi Go Party Expands The Menu

Yes, it’s still Sushi Go but bringing the party means two key changes: more players and more variety. The new expanded version offers both in spades. Sushi Go Party plays up to eight – a very welcome feature – and combines the original game with the Dominion concept. Designer Phil Walker-Harding (whose SDJ-nominated Imhotep is all the rage right now) gives buyers of the big new tin a host of new cards in sets that you can mix and match for varied play.

In an inspired thematic choice, Walker-Harding has added ‘menus’ of card sets to play. Card types are now categorized as Rolls, Appetizers, Specials, and Desserts. Your custom bento box of card selection options (you can use a pre-made ones or build your own) are clearly shown with cardboard markers that sit in the center of the new score track. Hurray to that addition as well. No more score-keeping elsewhere on paper or scoring apps round to round.

Card and menu selections from each type can adjust the feel of the game for more interaction or to appeal to larger player counts. For example, there’s now a Spoon card that allows players to request a card from other player hands. There are also risky propositions with Eel and Tofu cards, which require players to have specific numbers of cards or earn a penalty. Additional desserts have been added and a distribution tweak that has more of these end-of-the-game cards rolling in each round makes these post-meal bonuses work better.

Sushi Go Party

The Final Word on Sushi Go Party

Like Sushi Go, Sushi Go Party plays quickly and it doesn’t take any longer to play with eight than it does with the original five player limit. In fact, the new edition even has improved rules to play the game well with only two players. My wife and I tried the new two-player version and it worked quite well. While it isn’t a game that I’d expect to transition so well (even the wondrous 7 Wonders is MUCH better as 7 Wonders: Duel than in in the two-player variant of the original), Walker-Harding has come up with a good way to handle things when you want Sushi For Two.

Sushi Go Party is an ideal upgrade to the original and an instant buy for fans of the game. Everyone who plays it with us says they want to buy it. The game is now on our must-include board game list for travel and big game parties. The US edition is out from Gamewright and you can see previews of many of the new cards on the designer’s Twitter feed.

Boardgame Babylon Rating for Sushi Go Party

BIN (Buy It Now) PIN (Play It Now) TIF (Try It First) NMT (Not My Thing)

Disclosure: Copy provided by the publisher for independent review.

Session Review: Team Play from Johannes Schmidauer-König and Schmidt Spiele

Session Review: Team Play from Johannes Schmidauer-König and Schmidt Spiele

Team Play had significant buzz coming out of The Gathering of Friends 2016, seeming like it was this year’s Strike. Like Strike, which had been overlooked for a few years, GOF attendees seemed to have racked up multiple plays over the course of the event. While that’s not hard to do with shorter games, players obviously kept playing because they were having fun and I ordered a copy immediately. I was not disappointed.

While this quick-play Schmidt Spiele game from Johannes Schmidauer-König has a rummy feel with the draft-and-collect mechanism at its center, the game that came to mind on our first play it Take It or Leave It.  In both games, players draw variable goal cards and compile the means of fulfill them. While the latter does the job with dice, Team Play has players collect sets of cards and adds partnership to the mix.

Team Play Board Games

How Does Team Play…play?

Setup provides players with a single goal card and a variable number of hand cards, with the start player receiving one and the number increasing around the table. Then, players draw two cards each turn (draft-style from a three face-up cards and the deck) to collect cards that meet the requirements of private or one public goal card. Goal cards range in value from 1 to 6 points with more points awarded for harder sets of the same rank, runs, flushes – sometimes a combo of those elements. I admire the iconography on the cards, which I find easy to explain. Completing goals gives your team points, which is how you win.

The regular hand cards come in two colors (red and blue) and range in rank from 1 to 8, with three of each variation appearing in the deck. Each turn, you draw two, complete any goals you can from the cards in-hand (which are discarded). Then, you can pass one or two cards to your partner. While you are not allowed to discuss card passes, card-playing partners know how to do that with cards – both in actual passes and observation of your partner’s actions.  This is one of the elements that makes Team Play work so well. I’m pretty aggressive in my passing. If I don’t need it for the goal I’m working right now, off it goes to my partner. Who knows when it will be helpful?

The game ends when one team collects eight completed goal cards. While players only keep one goal card at a time, they have the option to discard the first one drawn. This is a key point since it helps players optimize their plans. I also like that you can rush the game by completing easier goals to put pressure on the other team. While this isn’t always possible, I like the strategy because it throws the over-thinkers off their guard. Those people need to move along so I always like when a game includes that option (particularly for fillers that are SUPPOSED TO BE fast).

Final Analysis of Team Play

We’re big fans of Team Play around here and it’s already hit the nickel list. While it has appealed to my family with the quick play time, partnership opportunity, and the simple but planning-friendly rules, we’ve also had enormous success showing it to other people. I see this becoming one of our opening fillers for a day of games or a lovely twenty-minute closer. While the game kind of made me yearn to get my own copy of Take It or Leave It (I played the Strategicon library copy), Team Play‘s compact box means it will probably remain the choice of these two when packing up for game day.

Boardgame Babylon Rating

BIN (Buy It Now) PIN (Play It Now) TIF (Try It First) NMT (Not My Thing)

Dungeons and Dragons Makes An Appearance Inside Casinos

Dungeons and Dragons Makes An Appearance Inside Casinos

GUEST POST

Dungeons and Dragons has been an inspirational tabletop game for decades. The worldwide popularity of this fantasy game from E. Gary Gygax and David Arneson has allowed the game to branch out to other genres including popular video games, board games and arcade machines. Now, Dungeons and Dragons has inspired a whole new type of game: slot machines.

Konami Holdings Corporation, the company that makes amazing games for consoles has now released two slot machines themed to Dungeons and Dragons entitled, ‘Conquest and Treasures’ and ‘Enchanted Riches’. While many Hasbro board games have been used as the inspiration for slot machines in the past, this is the first time that a tabletop role-playing game has been used as a theme for slot machines.

Dungeons Dragons Casino
image credit: agbrief.com

“The players we see this day and age are out looking for entertainment, and there’s a lot of entertainment value in the new Dungeons & Dragons slot machines,” said Randy Reedy, Vice President of slot operations for Casino Valley View. “They really enjoy the experience. Just watching them, they get excited about additional bonuses within the free spin feature, which takes them to the progressive functionality. It’s very fun and interactive.”

Creating a slot machine that uses TV show icons such as characters from Star Trek, comic book heroes, and video game titles as themes has been an ongoing trend with both brick-and-mortar casinos and online gaming providers. Even cutesy themes are being used to attract players that have a taste for all things fluffy and pink, which is evident with titles such as Spin Genie’s uber popular, ‘Fluffy Favourites’. Konami hopes that their ‘Conquest and Treasures’ and ‘Enchanted Riches’ will not only engage fans of the tabletop game who are old enough to play in casinos but also patrons who appreciate groundbreaking graphics and animation.

Both slot machines will have a “4-level progressive” and “Xtra Reward” features, which are functions popularized by Konami. For people new to their games, Konami’s Xtra Reward and 4-level progressive are features that can be unlocked within the game. The 4-level progressive is like a video game’s optional quest where players can win big prizes, while Xtra Reward is a payout line that allows players to bet bigger and receive better prizes.

About the author:

Leo Smith has been an avid gamer since he was a child. A huge fan of Dungeons and Dragons, he also enjoys The Sims and Command and Conquer, among other titles.

Header image credit: ggrasia.com

Session Review: Darkest Night, 2nd Edition from Victory Point Games

Session Review: Darkest Night, 2nd Edition from Victory Point Games

As a fan of cooperative games, I’ve been interested to try Victory Point GamesDarkest Night for a while. The sub-genre is one of my favorites and I find it hard to believe it’s almost a decade on since Pandemic made its splash onto the board game scene and inspired the hobby to get on the cooperative game train. Sure, it had predecessors but Matt Leacock’s tightly-designed end-of-the-world wonder introduced a larger audience to the sub-genre and we’ve had a lot of great ones and many not-so-great ones since then.

DN‘s publisher is run by Alan Emrich. Alan is a genuine hero for Southern California gamers, as one of the guys responsible for the Strategicon series of conventions while making many other contributions to the hobby even before he launched VPG. I was glad to hear they were doing a new edition of the game with updated rules, gorgeous new miniatures and stretch goals-a-go-go. Having recently gotten interested in the design work of local designer Jeremy Lennert anyway (his Hunt: The Unknown Quarry was recently brought into digital form thanks also to a Kickstarter campaign), I thought it was finally the chance to give it a go. Jeremy was kind enough to explain the game for me and ‘referee’ a play of the title at a recent game event, which I partially Periscoped while we got the rules explanation if you’re inclined to give it a look.

Darkest Night is a fantasy-themed cooperative game but it’s no Pandemic clone (that’s Defenders of the Realm). Instead, Darkest Night draws more from the feel of adventure-oriented co-ops that give players more of a chance to develop their character (think Runebound or Return of the Heroes). This is welcome because one of the problems with co-ops is the tendency for one player to kind of take over everyone’s roles (“The Director,” they are often politely called). Darkest Night gives players an opportunity to develop themselves out with powers from their own deck of 10 cards (13, if stretch goals happen). I’m also in love with the statistic the characters have. No typical “Strength” and “Dexterity” stuff here. Instead, you have “Grace” (hit points) and “Secrecy” (how hard you are to find). The way Secrecy works is intriguing since this value will govern how easy it is for the Necromancer to find you. Kind of like Fearsome Floors, he’ll move to the closest player he detects when he moves.

The new edition has gorgeous miniatures that you can buy as an add-on plus some expanded rules. While this was my first play of the game and I cannot compare the new rules to the old, it would appear the updates expand the options available and make the game even more flexible. As with many games, it’s the cards that bring the variation to life. The new edition adds even more event cards, which are drawn from most locations. These cards can lead to conflicts, bad mojo stuff happening that will provide you misery and, occasionally, something not terrible. While the different cards are welcome, they do feel very 80’s Games Workshop, as they usually have a die roll to see what happens. I’m of two minds on that one. While the additional variation of cards not always doing the same thing can be enjoyable, there are times when you get results like “nothing happens.” Kind of a yawn but okay if it happens rarely. In our game, it happened more than that.

The Event cards also trigger some interesting elements to add to the board, including Quests. These are opportunities for characters to complete a task to gain an advantage but they also come with timers. The urgency and interest these provide make for a richer game and it’s a welcome mechanism. There are also Artifacts and Mystery cards that provide some other opportunities for interaction with game mechanisms that help players along. We played on a prototype board so it is hard to judge it but there are a lot of things that can show up on the board and it can get a bit crowded, but all of these elements work well for the game.

Then the bad guy gets a turn (notably, after all players get a go – not like Pandemic where it happens after each player). Blights (or the ‘infection cubes’, if you like) that get dropped out onto the board are implemented in an interesting way as they turn regions of the board into startlingly difficult places to be. Instead of just stacking up to show their threat as in Pandemic, Blights provide a specific penalty to the players at the location where they sprout. They’ll hit you for a combat or evading penalty or some other problem. Blights works well – in fact, my only issue with the Blights is the design of the tiles. While you are usually defending against or evading them, those values are quite small. Near the bottom, in a MUCH bigger font is the value you need to roll to defeat them (and the penalty for failure), but this is less often used. Were I their graphic designer, I’d switch those immediately to increase the ease of use because we kept having to squint to complete the action we did the most with these guys.

(continued here)

Session Review: Darkest Night 2nd Edition from Victory Point Games (continued)

Session Review: Darkest Night 2nd Edition from Victory Point Games (continued)

(continued from the first page)

While Blight works well, I do wish I could see the effort help us manage the threats. While removing them reduces frustration, I had a hard time tracking how our efforts were helping in the battle against the Necromancer. Once in a while, something we did reduce the ‘Darkness’ (a marker not unlike the Knizia Lord of the Rings tracker, or the Minion Hunter –  the precursor to all of these games – track that all four threats live on), which felt like we were striking a blow. Too often, though, our efforts felt like they were just us swatting flies away from our efforts to get enough artifacts to get enough clues to do…something. While the turns were short, a lot of times, it just felt like we weren’t doing very much and yet turns have a lot going on from an administrative perspective. You start with that event card, which can often turn into multiple event cards. Then you do your action: moving (again, a whole turn to travel makes sense in the name of the mechanisms but not in the name of players feeling a sense of accomplishment), taking a single swipe at a Blight (miss the roll and the turn is over, bub, which could mean another event or just lost Grace), or do something with one of the cards on the space. You can also just rest to restore Grace. Then, you need to deal with any monster Blights (either fight them off – notably, not killing them – or just evade them).

Screen Shot 2016-05-22 at 12.42.40 PMThere are just an awful lot of turns. The length of a turn is a challenging problem. As a eurogamer, I’m no fan of lost turns. While the Web (a Blight that makes a player lose a turn when they leave a space with it) is manageable because you can opt to fight and remove Blights, it is less appealing to go to the Monastery and pray, only to find that you get absolutely nothing for it with bad rolls. I won’t make a religious joke here but I will say that I’d rather see the devotion do you good regardless of the dice. Darkest Night has that war-game sense of resolutional luck rather than situational luck. I’m sure that’s a lot of the appeal for RPG players and the huge community of fans the game enjoys (which has led to many expansions).

Unfortunately, the storytelling is not as strong as the interesting mechanisms. The names are all generic and the board is made up of a handful of locations that have functional names “Monastery” and “Swamp,” that are descriptive but not evocative. While the Necromancer is a threat somehow, it’s not something that comes out in the game much. In Pandemic, you’re saving the world (real places with city names) from the disease and the paths to a loss make it clear what is happening. This is even more powerful and effective in the truly awesome Pandemic Legacy. In Knizia’s Lord of the Rings, Knizia benefits from the legendarily intriguing Middle Earth, which is abstracted out but there is a definite sense of location with the unique characteristics of the areas.

It’s an interesting problem. Is it more appealing to let players imagine their own names with the characters to tell their own story? Sure, I buy that idea. The 29 characters and their unique 13 card decks provide players with a chance to experience the game many different ways, adding to the replay value of the game. Yet, I can’t say the same for those generic name for the locations on the board. There’s nothing particularly inspiring about going to The Forest or The Castle. That’s where the storytelling would be welcome. Even the Necromancer seems to want a name to make him seem more grounded and real. As a double-size cardboard standee, he looks imposing but without a backstory or more visible signs of the impending doom, Darkest Night’s story didn’t hold my attention for the full length of the game, even though the mechanisms are strong.

Darkest Night plays in two to three hours but it was a first game for our crew so it ran longer. I think my recent forays into three-hour games of Star Wars: Rebellion may have given me a false sense of my stamina for over two-hour games. I believe the storytelling strength of Star Wars: Rebellion is why three hours with that game feels like not enough time. Of course, familiarity with almost, ahem, forty years of Star Wars in my life means there is a built-in level of interest there. Still, I think the rich theming is what makes it all the more compelling and keeps players deeply engaged.

Darkest Night 2nd Edition is good fun for RPG cooperative board gamers and is available now on Kickstarter. It’s already funded but a bunch of excellent stretch goals await. I recommend you check it out because if you like this kind of game, you get a whole lot of fun in this new edition. The campaign runs through June 11 and the details can be found here.

Boardgame Babylon Rating

BIN (Buy It Now) PIN (Play It Now) TIF (Try It First) NMT (Not My Thing)

Press Release: Puzzle Adventures: Millions of fans look forward to the app version of Ravensburger‘s online puzzle hit

Press Release: Puzzle Adventures: Millions of fans look forward to the app version of Ravensburger‘s online puzzle hit

Munich/Ravensburg, April 28th, 2016: Ravensburger’s most successful social game is now available as an app. Fans of Puzzle Adventures can now also enjoy their favorite game on their smartphone or tablet.

Just a few weeks after its launch on Facebook in 2011, the game from Ravensburger was already a huge hit, with hundreds of thousands of players racing against the clock to put the small puzzle pieces together. And the fan base has grown steadily: to date, more than eight million people have played this addictive game.

“Puzzle Adventures is a unique success story for us”, Thomas Bleyer, director of Ravensburger Digital, declared. “With no other title have we reached so many players around the world. That is what is so fascinating about puzzles: Anyone can immediately start playing without any explanation; there are virtually no language barriers. That is surely one of the reasons why our game is so successful internationally. Our players come from more than 200 countries around the globe.”

Many fans were asking for a mobile version of the game. That is why Puzzle Adventures is now available as a free app for iOS and Android devices.

Puzzle Adventures is the result of combining fast-paced, exciting and competitive gameplay with more than 100 years of puzzle expertise at Ravensburger, Europe’s largest producer of jigsaw puzzles. The digital adaptation offers hectic action: Who can finish first and who can put the most difficult puzzles together?

Now, anytime and anywhere, you can play individual puzzles that only take a few minutes to solve. Playing against the clock ensures it is thrilling, while different levels of difficulty and a clever reward system motivate the player to keep puzzling.

You also meet ‘Jiggy’ and ‘Valentina’: these cute puzzle pieces with big round eyes provide useful tips and guide you through the different puzzle worlds with over 40 wonderful themes: colourful country life, fantasy worlds, animal kingdom, a world of dreams… There are over 700 different designs and more themes are being added all the time, making Puzzle Adventures a truly fascinating adventure for all puzzle fans.

iTunes: https://itunes.apple.com/app/id1005048909

Google Play: https://play.google.com/store/apps/details?id=com.ravensburgerdigital.puzzleadventures

Amazon: http://www.amazon.com/gp/product/B01DBVHEFS

More information from the publisher: www.ravensburger-digital.com | www.ravensburger-games.com

Unboxing Babylon: Boardgame Babylon opens up

Unboxing videos for board games have been popular for years. I’ve never watched one. For some reason, I figured maybe I’d start to understand their appeal by recording one. My kids think I’m nuts and they’re probably right. But who cares? Conveniently, I had two boxes handy to open up. I received the Geek and Sundry Nerdblock (only about two weeks after they said it was shipped) and recently grabbed up Star Wars: Rebellion. So, here’s a quick (hmm…maybe not quick but more like twenty minutes) video of me talking through the opening up process.

Do I understand why unboxing videos are appealing now? Maybe. If you’re keen to see all those new components (SW: Rebellion is wonderful here), this is cool. I guess if you were on the fence about Lootcrate or another subscription service, it might help show me what’s what in the latest versions that might have skipped out on ordering. To be honest, I’ve avoided those subscription services because I feared mostly remaindered, clearance geek crap no one wants.

Is that what happened with my unboxing experience? Well, check the video below (streamed on Periscope to a very small audience) to see how the Nerdblock turned out.

Star Wars: Rebellion is the second half but I mostly just open things up to see what it all looks like. I’m excited to play the game with my son tomorrow and give this monster but very interesting game a shot. The double-board setup is so massive that I expect we’ll need to set up a second table to fit it. That sheer scale has my son excited – he’s already a bigger Star Wars fan than I am so this is right up his alley. I’ve had more luck getting him to the table with Imperial Assault and X-Wing than almost any other game (yeah, he loves Smash-Up, too).

Anyway, so maybe I kind of get unboxing. It’s not what I call ‘full-attention entertainment’ (FAE). In other words, I’m expecting you listen/watch it while doing at least one other thing. I had fun recording it and hope other people will do so, too. We’ll see if it happens again.

Session Review: Fisticuffs by The Nerdologues

Session Review: Fisticuffs by The Nerdologues

Fisticuffs was a successful Kickstarter from a parallel universe to the one where gamer boardgames exist. Like Cards Against Humanity or The Oatmeal’s Exploding Kittens game, these titles are a lot about the humor and creativity of the individuals involved – sometimes at the expense of game play. While apologists will defend the titles as ‘a fun experience’ and ‘crowd-dependent,’ serious gamers just need to know what they’re getting themselves into.

I approached Fisticuffs with that thought in mind, especially since the game ‘sold’ me on the designers being ‘a bunch of people you don’t know but could totally be friends with.’ That’s good marketing and I admire it.

I also love party games and I’m fine with including lighter games that sometimes include a take-that feel as part of a day of gaming. Heck, I played Red Dragon Inn more times last year than any Feld game except Die Burgen Von Burgund (the booze helps).

Fisticuffs is one such game, playing with 4 to 6 players in just 20 or so minutes. The idea of the game is like Brawl, TKO and JAB before it – let players essentially duke it out over a few rounds Board Gameuntil you can declare a winner. While the Brawl and JAB do the realtime thing (which some find overwhelming), Fisticuffs plays like a normal card game but allows people to join in the fray even when it’s not their turn.

The rules are simple. Players choose a character, all of whom have funny names but some of whom have special powers you’ll never use. Players get cards of different colors with various punches and attacks on them. On your turn, you play a card to attack someone. They can block it with the same named card (e.g., an Uppercut blocks an Uppercut). If you don’t block, other players can. If a block happens, a card of the same color can be used to counter-attack. And so on, but now you can target any other players who got involved. Yes, everyone at the table can potentially join in. Yes, it gets a bit confusing – which is part of the fun? When a blow finally goes unblocked, the person hit loses some of their twelve starts hit points. Then, the same thing happens next turn.

Once everyone gets a turn, you can reload cards and you get some defensive cards from a secondary deck. These “Round” cards (not round like BB-8 – you get one each round) have more ’tactical’ options. This all continues until you’re down to two players and then the rules simplify further. Someone wins, it’s over.

Needless to say that despite the mild amusement from the humor (primarily from the character cards), our players didn’t find much to engage them in Fisticuffs. After the first turn, people were more conservative with getting involved in brawls. The artwork is basic but not so much so that we thought it was being intentionally bad for comic effect. The simplicity likely helped keep costs down for the Kickstarter and that makes sense.

I’m glad the Nerdologues got the backing to make their game a reality because I love crowdsourcing to help creative projects. I hope the 600 or so folks who backed it have a great time with Fisticuffs. But it’s just not for me. While Brawl is the be-all, end-all fighting card game, TKO gets you the theme for less money (Brawl costs per deck, TKO is ludicrously cheap) with a limit of two players. If you love the theme, Fisticuffs does get this experience with a multiplayer option and the funny back story (which you can enjoy in the video above) is worth a look.

This copy of Fisticuffs will be donated to the Strategicon Game Library so you can give it a try at Gamex 2016 (and beyond) to see if it’s more to your taste than mine.

Boardgame Babylon Rating

BIN (Buy It Now) PIN (Play It Now) TIF (Try It First) NMT (Not My Thing)

Disclosure: Copy provided by the publisher for independent review.

Session Review: Knit Wit by Matt Leacock

Session Review: Knit Wit by Matt Leacock

Most modern gamers love beautiful components. Maybe it’s a reaction to our excessive screentime these days, where we travel in magical, wondrous worlds that we can see and hear but cannot touch. For me, that’s a lot of the appeal of board games. Having physical pieces to handle while looking at the faces of friends and family. We’re even funding crazy-gorgeous deluxe versions of games (hoping they arrive SOMEDAY). So, it was just a tiny bit surprised when someone at our table commented that Knit Wit, the new game from Matt Leacock, was ‘really overproduced.’

Sure, microgames have shown us that exceptional game experiences can come in small packages. Heck, there are some really cool print and IMG_7906play games. That doesn’t mean fillers cannot come in big ones. Knit Wit is indeed a short yet enjoyable game that comes in a big box that might make some players think it could have been produced for a lower price. Okay, maybe that’s true. We’ve already seen Flick ‘Em Up downgraded to make it more affordable. I say that’s a bummer but people are usually on a budget so is Knit Wit worth your $35 (MSRP)?

Knit Wit is one of those word games that feels immediate both because it is familiar and good. The elevator pitch is “Scattergories with Venn Diagrams.” Yeah, that’s a solid description I wish I’d used initially when explaining it rather than talking about how to place spools. Players essentially set up a bunch of spools, clothespins, and strings in patterns on a table. The clothespins get small cards with words added to them. Then, based on where the spools get placed, everyone gets a Scattergories list going. The word for each spool needs to take into account the strings that surround it. Thus, Spool Number 5 (there are 8) might be inside the string with a clothespin that has the word “Bad” as well as the one that says “Boring.” So, players would write a word or brief phrase that is both “Bad” and “Boring” (i.e., Superman vs. Batman or post-Nirvana 90’s Rock or maybe Krysten Ritter’s performance in Jessica Jones).

Speed matters, too. Those who fill out their answers quicker (or fill out as many as they know) can stop writing and grab a bonus button, of which there are four, with descending values (simply, elegantly denoted by the number of holes on the buttons). Players then share their answers, with any matches (same answer for a spool) being lost. Like Scattergories, it helps to go a little obscure. But don’t push it; players can challenge your questionable answers and put them to a vote. Then, you total up scored answers with bonuses and it’s over. Until you immediately play it a second time. This is even encouraged by the double-sided score pages, which are on black paper with white pencils to write on them. Love it.IMG_7925

 

Final Word

Knit Wit is definitely a good time and was liked by all of our casual gamer friends. More serious word nerds may wish for there to be something more but I say that it’s a pleasant game for all and a likely closer for us in the future.

So what about those components? Well, they’re lovely. The spools are sturdy and pleasing to hold. Buttons, clothespins and other components, especially the unexpectedly rigid (in a good way) word cards are all thematic and fun to hold, even if you wonder whether Z-Man Games hit a JoAnn Fabrics closing sale or something. The box itself is pretty nice, although the slip cover is the only serious misfire. The box closes fine but the slip cover (which, seriously, gamers can’t throw away) is just a pain to put back on. Didn’t they learn to stop with the box innovations after the Lords of Waterdeep fiasco?

In the end, I’m glad to own Knit Wit but I also think that it’s $35 price tag might prevent some sales. If the Z-less Man (had to be said) had found a way to produce the game for $20 in the way that Codenames did, they’d have a mass-market possibility. As it is, it’s a welcome addition to my collection and gamers who love pretty word games that play quickly will enjoy it. Fans of Matt’s other games should know from the packaging that they’re not getting another world-on-fire cooperative game and may indeed be happily surprised to see him turn out a cool little word game like this one.

Boardgame Babylon Rating

BIN (Buy It Now)   PIN (Play It Now)   TIF (Try It First)   NMT (Not My Thing)