5 Quick Questions about Bärenpark with Phil Walker-Harding

5 Quick Questions about Bärenpark with Phil Walker-Harding

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR. Let’s see how Phil Walker-Harding, the designer of hot new game Bärenpark (among others like Sushi Go, Imhotep, Cacao and more) does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for Bärenpark?

 

Phil Walker-Harding: Bärenpark is a family strategy game about building a wildlife park from polyomino tiles. Fit the pieces together like a puzzle! Plan ahead as your park expands!.. Um, it has pandas!Bärenpark

 

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

 

Phil Walker-Harding: I have always really loved board games that use polyomino tiles. Some favourites (Ed.Note: Phil’s an Aussie, so we’ll allow for that ‘u’) are Blokus, Mosaix, Arkadia, FITS and The Princes of Florence. So I always wanted to design a game with these pieces. After playing Patchwork I was inspired to move ahead with a design that put them front and centre. As I developed it, I realized that the funnest thing about these games for me is when you get a piece to perfectly fit in around other pieces. So I tried to make these little “eureka!” moments happen as often as possible in the design.

 

BGB: There are too many games out there. What hole in my game collection does this fill?

 

Phil Walker-Harding: If you like spatial tile placement games, Bärenpark plays very quickly while allowing some nice planning decisions. The game has had some success as a welcoming gateway style game that will also give gamers something to chew on.

 

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

 

Phil Walker-Harding: The game originally had an amusement park theme. So, instead of 4 different types of bears, the pieces represented 4 different types of rides – rollercoasters, waterslides etc. The publisher, Lookout, felt that a more original theme was needed because a few theme park games had come out in Europe in recent years. I love the art and cuteness factor that the bear theme brought to the game, but I have to say that I think rollercoasters would have been cool!

 

BGB: Thanks for telling us a bit about Bärenpark. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

 

Phil Walker-Harding: Bärenpark is 2-4 players, ages 8+, 30-45 minutes.

 

I’ve always like the Groucho Marx quote: “I’m not crazy about reality, but it’s still the only place to get a decent meal.”

 

NOTE: Here at BGB, we LOVE a lot of Phil’s games, including Sushi Go Party.

Review: Hotshots from Justin De Witt and Fireside Games

Review: Hotshots from Justin De Witt and Fireside Games

If Matt Leacock, designer of Pandemic, is the modern king of cooperative games, perhaps Justin De Witt is the Prince. Justin created the extraordinarily popular and really very fun Castle Panic.  Like Pandemic, Castle Panic has now seen a number of different forms, including Dead Panic, Star Trek Panic and, inevitably, Munchkin Panic. But he hasn’t stopped there. His new game, Hotshots, is another attempt to create an enjoyable cooperative game experience with mechanisms not normally seen in games of that type.

Hotshots, which we asked about once before, is a game about fighting fires in the forest with a press-your-luck dice rolling mechanism at its core. 2 to 4 players take on the roles of firefighters (each a special role like the Swamper or Spotter) on the front line of a blaze in a wooded area. The board is a modular set of hexes that can be set up a variety of ways. The tiles have various functions, including an association with the powers of the players or housing additional equipment the team can use to combat the fire.

Hotshots

On your turn, you move your firefighter one or two spaces and attempt to put out a fire. Each of the spaces has a unique element as well as a set of six die faces that you must roll to combat the fire there. Each face of the six sided dice has a different firefighting symbol on it, from the regular fireman to a hose to a Pulaski, which is the name of that ax thing you always see firefighters carrying. No, I didn’t know it was called the Pulaski either, but I did learn that from reading the rules of Hotshots (same thing, the MacLeod). I love it when I learn something new from a game. Anyway, if you roll and get three matches, you can place a firebreak on a side of the hex, four will knock out a fire, five will knock down two and all six will put out three fires. This last accomplishment means a big bonus, including a special chit with a rule-breaking power and placing a firebreak as well.

A key element here though is to stay close to your comrades, because they will give you an extra chance in case you blow it. What does blowing it mean? This is a press-your-luck game so players need to decide after each roll if they are going to continue or stop and apply what they have rolled to the fire. Every time you roll the dice, you need to lock a die that matches one of the remaining symbols. If you roll and fail to find a match, you lose out and the fire gets stronger. If you have another firefighter with you, failing once is okay. Your partner allows you a second shot and gives you a better chance to get all six dice to match.

Hotshots

Other map elements help, like the station where a one-use helicopter can knock down a big fire and trucks and planes can help knock our blazes and create firebreaks. Others are tied to player abilities, which are lost if the space is wiped out.

The firebreaks are key because, like all cooperative games, the game gets its say. After your turn, you draw a fire card to see how the blaze spreads. In a clever mechanism, a wind sock tracks the direction of the gusts and certain cards will push the fire out into adjacent hexes based on it. Firebreaks help protect against the fire spreading by wind.

Board hexes are lost when they reach their burst number, which is the amount of fire it can contain without going up in flames. This value ranges from 2 to 5, and this plays into the Fire cards. This can be specific hexes, increases based on the current burst point of certain spaces, or simply the way the wind is blowing. The fire can rage out of control and players lose if they allow eight hexes to be burnt out. Alternatively, you win if you can knock down all the fires throughout the game board.

Let’s talk about the fire pieces. The components in Hotshots are nice but the clear highlight is the fire pieces them self. They look like little plastic flames and they’re distributed on the board early on and represent fire that is burning at the game’s beginning. They kind of outshine the cardboard standees for the firefighters (bling alert) and other pieces. Pleasantly, the box is appropriately sized for the components and easier to pack for travel.

Importantly, everyone I have played this game with has had a lot of fun. While the subject was a little grim as we watched the recent fires in Southern California, we did enjoy the act of putting out the fires together. While the beginning game has a standard setup, you can also use the guidelines in the book to simulate famous parks. This allows the terrain to abstract out things and makes for enjoyable replay value. Our second game was in the Grand Canyon and one of the largest blazes was remote and through a craggy terrain hex that made it hard to reach. That endeavor colored our whole game, which made for a different experience and a hard-fought win. Hotshots is the kind of game where you get high-fives and a story tell after a big win. That’s satisfying.

The game also includes variants to make the game somewhat easier to beat for younger players who want to win more often. I note this because the game can be hard! But it wouldn’t be much fun if there wasn’t a struggle. We’ve won most of our games with six or seven burnt hexes, and lost a couple as well. More importantly, we have wanted to play it again and again because of the quick game play and satisfying experience of Hotshots.

In our view, Fireside Games has another winner on their hands that plays well with younger players and yet it’s interesting enough for gamers to play. Hotshots is also approachable for casual gamers who need an introduction to cooperative games. While there is no useful way to keep from having someone take over the game (no secret info), it’s a fine gateway title.

In case you missed it, Justin was on BGB’s podcast in the past when he and his cool also-a-game-designer wife Anne-Marie, visited us for Strategicon.

Boardgame Babylon Rating for Hotshots

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

Disclosure: Publisher Fireside Games provided a copy for independent review.

5 Quick Questions About Pandemic Legacy: Season 2 from Matt Leacock

5 Quick Questions About Pandemic Legacy: Season 2 from Matt Leacock

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR.

Let’s see how Matt Leacock, one of the designers of the red-hot Pandemic Legacy: Season 2 does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for the Pandemic Legacy: Season 2?

Matt Leacock: Pandemic Legacy: Season 2 continues the story of Pandemic Legacy: Season 1. Set 71 years in the future, it lets you embark on an epic adventure to bring humanity back from the brink of extinction. It features new mechanisms and surprises, but the rhythms of the game will be familiar to those who enjoyed the first season.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Matt Leacock: When as Z-man put “Season 1” on the first game, Rob and I looked at each other and realized that there might be more of them. And after the Season 1 shot up the charts, it was clear that players wanted more, too.

BGB: There are too many games out there. What hole in my game collection does this fill?

Matt Leacock: This game continues the everything you loved about the first season, in fresh new ways. It’s a great way to bond with a few other players as you navigate your away through a high stakes story.

Pandemic Legacy: Season 2

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Matt Leacock: This game gives you more freedom to choose your own path than Season 1 – it’s less on rails. For example, right from the first game in January, you’ll need to decide which direction you’d like to explore in the world. You can be your own worst enemy however, if you don’t consider the bigger picture when deciding what your group should do. The game forgives losses along the way, but there is a wider “cone of possibilities” that you’ll need to navigate. That can mean that better players may have an easier time while others may struggle a bit more than they did in the first season.

BGB: Thanks for telling us a bit about Pandemic Legacy, Season 2. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interview?

Matt Leacock: 60 minutes per game for an average of 16–18 games per campaign. (12–24 games are possible.)
2-4 players. New players can join or drop over the course of the campaign. (Solo play is also possible if one player plays multiple characters.)
More from Z-man: https://www.zmangames.com/en/products/pandemic-legacy-season-2/
BGG: https://boardgamegeek.com/boardgame/221107/pandemic-legacy-season-2

BGB JOKE TIME

“What time does Sean Connery get to Wimbledon?”

“Tennish”

That’s all I’ve got for today.

5 Quick Questions about Civil Unrest from Upstart Games

5 Quick Questions about Civil Unrest from Upstart Games

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR. Let’s see how Upstart Games, publisher of Civil Unrest (coming to Kickstarter soon) does, shall we?

Civil Unrest is finally live on Kickstarter: https://www.kickstarter.com/projects/1267849140/civil-unrest-the-board-game

BGB: Attention is money, my friend. What is the elevator pitch for Civil Unrest:

Upstart: Civil Un-rest is a strategic board game with miniatures. (The game) takes place in an alternate modern-day fantasy world where magic and technology have been combined. Players take control of law enforcement or political activists who are trying to take control of Three Circle City, a place where all fantasy races are welcomed but have not been able to get along peacefully.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Upstart: I began creating this game in my college days. The funny thing is, during the game’s conception back in the early 1990’s, I believed that political movements becoming waring factions willing to commit acts of violence was a thing of parody. Now, unfortunately, it has become a reality. It is my sincere hope (that) by creating this satirical alternate reality, people can gain some perspective on political violence.

BGB: There are too many games out there. What hole in my game collection does this fill?

Upstart: I believe the miniatures are unique, but also can be great proxies for other games. The game is a fast-paced miniatures game, which is rare. Also, it’s satirical theme (that) can be a conversation starter.

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Upstart: Well, there are no good guys in this game. Though Civil Unrest is political in nature, the game itself does not paint any one side as good or bad. So, if you are sensitive about politics you may want to skip this one.

Thanks for telling us a bit about Civil Unrest. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Upstart: 2 Players, play time is between 30 to 60 minutes. Right now, all I have is a Facebook page at: https://www.facebook.com/upstartgames/

JOKE TIME

Upstart: My day time gig is IT so here goes:

A Network Tech walks into the doctor’s offices and says, “Doc it hurts when IP…”

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit.

Check out the promo video:

Love 5 Quick Questions? There are more!

5 Quick Questions About the Battle for Greyport

5 Quick Questions About the Battle for Greyport

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR. Let’s see how Jeff Morrow, publisher of The Battle for Greyport (a relatively new title from Slugfest Games) does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for the Battle for Greyport?

Jeff Morrow: Battle for Greyport is a cooperative deckbuilding game based on the characters and world of our popular Red Dragon Inn franchise. You and your adventuring companions are about to head to the tavern for a pint when you are rudely interrupted by monsters attacking the city! There’s no time to properly outfit the adventuring party – you need to gather an ad-hoc assortment of heroes and items as you go. Each round, everyone helps fight the current defending player’s monsters, so there’s lots of interactivity and almost no down time. The game continues until the players defeat the monsters and their boss, or until any player is defeated.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?The Battle for Greyport

Jeff Morrow: My old friend Paul Peterson (of Smash-Up fame) told me that a friend of his, Nate Heiss, had a game that might be right up our alley. So Nate pitched us with a fantasy-themed deckbuilder called Guilds of the Realm. It had a lot of good ideas, but had generic “characters” in the form of the guilds – like the rogues’ guild, for example. So we took those characters and gave them new names – specifically, we turned them into our existing characters from The Red Dragon Inn!
BGB: There are too many games out there. What hole in my game collection does this fill?
Jeff Morrow: If you like challenging deckbuilders and coop games, then this game is for you. We agree that there are too many games out there, but interestingly, there are very few in the coop deckbuilder niche.
BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?
Jeff Morrow: We’re sadistic and mean, so we would never want you to know that since we released the game we’ve updated the rules and errata-ed the introductory scenario.
BGB: Thanks for telling us a bit about The Battle for Greyport. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?
2-5 players, takes about 20-30 minutes per player. You can find more information here.
JOKE TIME
Jeff Morrow: Two chemists walk into a bar. The first says, “I’ll have H2O.” The second says, “I’ll have H2O too.” The second one dies.

And – want to learn more? Watch:

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit.

REVIEW: SECTRE from Peter Mariutto and Freshwater Game Company

REVIEW: SECTRE from Peter Mariutto and Freshwater Game Company

SECTRE is a new abstract strategy game from the Freshwater Game Company, an organization with a credo to admire. Freshwater is committed to environmentally sustainable games sourced from local businesses and assembled by hand. This Minnesota company has the right idea and Boardgame Babylon certainly supports their effort to create games in this kind of format. After horror stories about mass-produced games with mildew in them, Kickstarter campaigns with copycat titles, and the environmental record of some of the companies producing gobs of plastic for our amusement, Freshwater’s mission is a worthwhile one.

SECTRETheir first game is here: SECTRE

So, great company and vision but how is SECTRE? The video on their Kickstarter page won’t tell you very much. What is clear is that it is a tile placement game with domino-like cards players use to form patterns and score points on a grid. Players are given a hand of these domino cards (in that they have two ends with different colors) and receive a solid distribution of variants from subtle markings on the cards (nice abstract art, by the way). These are the cards you get for the game; it ends when you have played them all. I can also tell you that the game plays with 2-6 players and is over in maybe 20-30 minutes, from our experience. We’ve played with 2, 4, and 5 players so far.

Each turn, players place one of their cards on the grid board, taking up two spaces and potentially claiming one of the scoring cards available to players. These score cards (which range from 5 to 15 points) are acquired by building certain patterns using the cards. While some are just about a certain number of spaces of a color being diagonally connected, others are specific patterns that players need to cleverly get on the board without the other players noticing and potentially grabbing the scoring card before them. These score cards are limited as well, so there is a bit of a race for who can score the cards first. Notably, a single play can lead to multiple cards being collected.

Of course, you can’t just place cards anywhere. They must be placed so that the color on each side of the card is not orthogonally adjacent to the same color. In this way, it helps build the patterns while also providing some restrictions to guide placement. Again, if you create a pattern that matches what is on offer, you can claim it. Also, after the first turn, a little stacking can take place. As long as you follow the other placement rules, your cards can cover other cards. Breaking a previous pattern doesn’t matter; once a card is claimed, it is owned by the player who scored it.

The game ends when all players have played their hand of cards. The player with the most points wins.

SECTRE

Components

SECTRE does feel handmade, which is pleasant. The cards are cardboard and feel good in the hand, but I do wonder about durability of them after manyplays of SECTRE. I welcome the lack of plastic in the game, but it could affect the length of time enjoying the game (although we’re talking decades, not just years). While I was looking at a prototype copy, the principles of the game company suggest it will feel similar. Nice to know your fun isn’t doing terrible things to the environment.

Thoughts on SECTRE

SECTRE is lighter, but still an abstract strategy game. Casual players sometimes won’t take to this kind of game, but ours mostly did. Of course, they were challenged by this GIPF-loving gamer, who won every game. Some players were frustrated when I would claim multiple cards with a single play, so this might be house-ruled away as a handicap.

The game operates on ground that is widely covered in the abstract strategy world, with the use of domino-style pieces and a grid board. At times, I thought of patterns from Hanging Gardens, the old game M, and a few others that wanted to do something new with this combo. Serious gamers will probably prefer something like Tash-Kalar for a game of placement and patterns, or maybe Kris Burm‘s GIPF project for a little less detail than one gets with Vlaada Chvatil’s work.

Yet, SECTRE works as a very light, almost party-level game that plays closer to traditional abstract strategy games like checkers and chess than with modern gamer games. Not every casual gamer is as grumpy as the crowd I schooled. Played quickly, SECTRE is an enjoyable pastime that handles up to six people, and that might be a hole in your collection. How many times can you play Tsuro in one night?

SECTRE comes to Kickstarter on November 15 with attractive pricing, free shipping and no guilt over another game being added to your shelf (and carbon footprint). For more information ahead of the Kickstarter, check our Freshwater Game Company on Facebook.

Boardgame Babylon Rating for SECTRE

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

Disclosure: Publisher Freshwater Game Company provided a pre-release prototype for independent review.

5 Quick Questions About Battlestations Second Edition by Jeff Siadek and Gorilla Games

5 Quick Questions About Battlestations Second Edition by Jeff Siadek and Gorilla Games

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR.

Let’s see how Jeff Siadek, designer of Battlestations, 2nd Edition (from his own Gorilla Games – and available NOW) does, shall we?


BGB: Attention is money, my friend. What is the elevator pitch for Hotshots?

Jeff SiadekBattlestations is the game where you get to crew a starship. It is a board game-RPG hybrid with action simultaneously on the modular ships and the ships on the hex map. 

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Jeff Siadek: (1979’s) Star Fleet Battles has starship combat that is tactically rich. Space Hulk lets you move around inside a ship. Star Wars has heroic characters on amazing journeys. Star Trek has a crew of adventurers working together to solve problems ranging from mysteries to a good old fashioned space battle.

BGB: There are too many games out there. What hole in my game collection does this fill?

Jeff Siadek: This game is a crunchy space action RPG with tactical depth. There is nothing like it.

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Jeff Siadek: I’ve been working on a deal with (Star Fleet Battles’ Publisher) ADB to do Battlestations Star Fleet for over a decade and haven’t given up hope.

Battlestations
There’s a cool hardback book of the rules, too.

BGB: Thanks for telling us a bit about Battlestations. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Jeff Siadek: Battlestations, 2nd Edition is

  • 1-? Players (optimized for 4 to 6)
  • Each mission takes 1-2 hours
  • 45 plastic miniatures
  • 8 lbs of full color cardboard
  • Quickstart rules
  • Advanced 300 page hardcover rule book sold separately
JOKE TIME:
What’s the difference between a board gamer and a role player?
The role player stands up and gesticulates when he rants against card players.

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit.

More quick reads? Check out our other 5 Quick Questions posts.

Want to learn EVEN MORE about Battlestations? I had Jeff and his producer, Joey Vigour, to my house to play one time. It was a lot of fun and I wrote about it here. And there was also a podcast, that thing I used to do more often. And, yeah, buy the thing!

Review: Echidna Shuffle from Kris Gould and Wattsalpoag Games

Review: Echidna Shuffle from Kris Gould and Wattsalpoag Games

Echidna Shuffle is a fun game that your family and casual gamer friends will love.

There’s something magical about games that are easy enough to let 6 year olds play but that also delight adults. Sure, we all love the idea of ‘easy to play, challenging to master’, but that’s not all there is. The right components are a treat, a theme that can gain a smile from players young and old helps, and certainly a quick play time so it’s easy to play again are all winning attributes. Kris Gould’s Echidna Shuffle, which IS NOW LIVE on Kickstarter, has all of this in spades.

Echidna Shuffle
Images by E.R. Burgess, Prototype Copy

What’s an Echidna? Well, they’re a bit like a porcupine with a funnier name taken from Greek mythology. While the echidna of Zeus’ world was a half-woman and half-snake monstrosity, the real-life echidna is closer to a hedgehog or an anteater. This little bit of trivia is fun to tell the kids as you explain the rules of the game, which is pretty simple to play and, even with a full group of six players, it should finish up in half an hour.

Traffic Jams

In a way, the shuffle is a traffic management game. Players are trying to guide their three bugs (each player has their own plastic bug in their color) from a specific starting place to three plastic tree stumps that get placed on the board by your leftmost competitor. Unfortunately, your bugs can’t traverse the distance on their own – they ride the echidnas wandering through the grass and all over the board.

The echidnas cover the board and follow paths shown on the space directing where they will go, usually in winding paths. All players can move any echidna, whether or not their bug is riding on its back. The goal is to get them into the space where you placed your starting space, and then to guide them to your stumps. Yet, it’s not that easy because:

  • Echidnas can’t go straight to a space, they need to follow a paths laid out on the board.
  • Echidnas can’t jump over each other or sneak by. Players need to move the other Echidnas out of the way.
  • All players are doing this at once so people might move echidnas you just put into a specific place.

How Many Echidnas Can You Move?

Echidna Shuffle shines here, pleasantly mitigating the randomness of dice with consistent numbers. While players roll at the beginning of their turn to see how many spaces they can move as many echidnas as they like (between 2 and 7 on a modified six-sided die), the lucky factor is managed by assigning players an opposite value to move next turn. So, if I roll a 7, next turn I will be moving only 2. This is tracked on a simple board, but it’s also an enjoyably elegant way to keep everyone feeling like they had a fair shake and weren’t losing just on the die rolls.

For the younger players, there is a little planning involved, but this will teach them some skills there. Downtime isn’t too bad because even though the board “shuffles around” every turn, players know how many spaces they will move every other turn, meaning they can plan ahead. While there are a lot of echidnas to consider, it isn’t too overwhelming for players because you can trace your options back to your bug space and the stumps.

Winning Echidna Shuffle isn’t hard but it is fun to play and quick enough that it is easy to start it all up again right away. Trapping friends’ bugs in dead ends, blocking them with more echidnas, or sending them the wrong direction (don’t walk bugs riding an echidna over his own stump because he knows to stop and will jump onto the stump). There are a few more rules (like trying to move more than two bugs at once), but that’s the gist of the whole amusing affair.

Echidna Shuffle
Images by E.R. Burgess, Prototype Copy

Shuffling Echidnas

Echidna Shuffle
Images by E.R. Burgess, Prototype Copy

Since I received this prototype copy, I’ve played Echidna Shuffle five times and it has been a hit with kids, teens and adults alike. The adorable echidna figures and bright colors on the board are sure to attract many players and they will be happy to see the game is worthwhile, too.

A couple of years back, I had the pleasure of playing Kris’ MASSIVE prototype of Echinda Shuffle at the Gathering of Friends and I recall thinking it would be tough to bring to market, even though I hoped he would since it was a hit of the convention. Yet, all Kris and his Wattsalpoagians had to do was address the scale issue. The rather large animals got smaller and cuter so they could fit into a regular box. They will charm players big time, as they have at all of our plays of the game.

If you like casual games at the level of Tsuro, that involve a little thinking and planning but nothing that will overwhelm people, Echidna Shuffle is for you. Anyone else, I’d still recommend giving it a go because it has a feel that isn’t like every other game you can play in that amount of time with six players. And if you have kids, I’d upgrade that rating to Buy It Now.

Echidna Shuffle is now LIVE on Kickstarter and I hope you will grab one and enjoy it with the family.

Boardgame Babylon Rating for Echidna Shuffle

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

Disclosure: Publisher Wattsalpoag Games provided a pre-release prototype for independent review.

5 Quick Questions About Hotshots from Fireside Games & Designer Justin De Witt

5 Quick Questions About Hotshots from Fireside Games & Designer Justin De Witt

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR.

Let’s see how Justin De Witt, designer of Hotshots (a game from Fireside Games that is AVAILABLE NOW) does, shall we?


BGB: Attention is money, my friend. What is the elevator pitch for Hotshots?

Justin De Witt: Hotshots is a press-your-luck wildfire fighting game where 1 to 4 players work together to try and put out a raging forest fire. Players move to burning tiles and roll dice trying to match the combination shown on the burning tile. The more symbols you match, the better you will do, but fail to match a symbol on a roll and the fire gets worse. You can use vehicles to help your battle, but at the end of each turn the fire spreads by drawing a Fire card. Players win if they put out all the flames and lose if 8 tiles or the Fire Camp scorches.

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Justin De Witt: I wanted to make a press-your-luck game where the consequences of failure actually mattered. I experimented with a few themes, but the idea of a fire getting out of control worked SO well it quickly became the obvious choice.

BGB: There are too many games out there. What hole in my game collection does this fill?

Justin De WittThere’s nothing quite like Hotshots out there right now. This is an easy to learn co-op game that will really try hard to beat you. There is also a ton of replayability between the tile arrangements and how the Fire cards play out. If you’re looking for a game that’s going to be easy to teach, challenging to win, and tense as heck, this is your jam!

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Justin De WittThose really cool plastic flames that are in the game were a huge challenge to get right. The first versions didn’t work and we had to delay the game because of it. There may have been tears involved…

BGB: Thanks for telling us a bit about Hotshots. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Justin De Witt: Sure thing, Hotshots plays in 1 hour, for 1-4 players ages 10 and up. You can buy it NOW on our website at www.firesidegames.com/games/hotshots or Amazon at http://amzn.to/2xi0U0i.
I’ve got a joke you’ll like; What’s the worst thing about Ancient History professors? They tend to Babylon.
OOOOOH, see what I did there!?!

 

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit. Justin ‘De Witt’ indeed!

 

More quick reads? Check out our other 5 Quick Questions posts.

 

5 Quick Questions About Kung Pao Chicken from Sunrise Tornado

5 Quick Questions About Kung Pao Chicken from Sunrise Tornado

Editor’s Note: As a kind of content geek, I try new formats. So, here’s a new interviewette for tabletop designers. We promise no TL;DR. Let’s see how Ta-Te Wu, designer of Kung Pao Chicken (a game from Sunrise Tornado Game Studio that comes to Kickstarter on Jan. 2) does, shall we?

BGB: Attention is money, my friend. What is the elevator pitch for Kung Pao Chicken?

Ta-Te Wu: Kung Pao Chicken is secret identity party game of chickens vs. foxes. If you’re a chicken, your team scores points for each chicken that is saved. If you are a fox, your team scores points for each chicken captured. The only thing is: You don’t know if you’re a chicken or a fox. Ready to Kung Pao?!?

BGB: Making games is hard work, so you best have a great reason for making this thing. What inspired this game?

Ta-Te Wu: I love making games. Can’t stop and never will. If I recall correctly, I made Kung Pao Chicken because I wanted to make a game with chicken before the Year of the Chicken, based on the Chinese Zodiac. Just days after I made the first prototype, I went to Las Vegas and playtested with Aki, my college roommate, and his friends. We played it over and over and had a lot of fun. Yet, I spent a whole year to finish the game, making sure it is as good as it should be.

BGB: There are too many games out there. What hole in my game collection does this fill?

Ta-Te Wu: Kung Pao Chicken is a quick filler and there is always a demand for this type of game. The game is easy to teach and fun to play. KPC has a few fun deduction mechanics and every game feels different based on the card distribution. I think the best part of the game is probably the phase where you need to guess who you are. It makes most people laugh. You will know what I mean when you play the game 🙂

Kung Pao Chicken Game
Designers John Clair (Downfall, Mystic Vale), Brad Brooks (Rise of Tribes, Letter Tycoon) and a friend Kung Paoing it up. Photo courtesy Ta-Te Wu.

BGB: This is Boardgame Babylon, so out with your dirty secrets. What DON’T you want to tell me about this game?

Ta-Te Wu: Hmmm…that I am working on a two-player expansion and an edition that can be played with 20 people?

BGB: Thanks for telling us a bit about Kung Pao Chicken. Let’s wrap up with the key specifics (play time, number of players, and the link to the game) and also, since I think you can tell a lot about a person by understanding their sense of humor, what’s a good joke to close this interviewette?

Ta-Te Wu: Kung Pao Chicken is a 3 to 5 player game and plays in 15 minutes. It will be on Kickstarter on Jan 2nd, 2018. Finally, no animals were harmed in the making of Kung Pao Chicken.Kung Pao Chicken Game

 

DISCLOSURE: Boardgame Babylon is not liable for damage to your sensibilities from the jokes these game designers submit.