PREVIEW: Edge of Darkness from John D. Clair and Alderac

PREVIEW: Edge of Darkness from John D. Clair and Alderac

When playing Edge of Darkness, I immediately thought about the fact that I don’t play Dominion anymore.

While the brilliance of the deck-building concept was thrilling when it came out, many of the games that followed it improved upon the original Donald X. Vaccarino design. The most compelling, in my view, are those that use it as a mechanism within a more significant game like Reiner Knizia’s Quest for El Dorado or, more magnificently, Concordia.

Edge of Darkness has done that for Card Crafting, the clever mechanism introduced by designer John D. Clair and Alderac Entertainment Group. Thankfully, it didn’t take a decade for them to follow the title that introduced this concept, the still-excellent Mystic Vale. But if that first game introduced us to Card Crafting in a simpler format of deck-building to VP glory, Edge of Darkness explores fascinating new applications of the mechanism in a satisfying game that has significant depths to explore.

Edge of Darkness, in fact, brings many much-loved mechanisms into its story of perhaps morally ambiguous Guild Masters seeking glory by defending their city. There’s worker placement, drafting, hand-management, semi-collaborative deck-building, and even a fricking awesome cube tower reminiscent of Wallenstein. It’s a complex and interesting game with a ton of variation, likely to provide long hours of enjoyable play. I’m excited for it to launch to Kickstarter this week after playing it at Strategicon‘s Orccon 2018 this weekend.

Guild Masters Get Ready: Overview

In Edge of Darkness, each player is a Guild Master trying to be the greatest leader in town through control of a central deck of cards, training their staff, and defending the city against incursions by evil folks. For some reason, this city was built right near a means of big baddies coming in. Did they learn nothing from Tolkien? Thriving cities in earshot of Black Towers are a bad thing. In real estate, it’s ‘location, location, location’. Yet, these folks built their city in a spot wherein some game designer could come by and tell the tale of their plight in a game called Edge of Darkness. What a bunch of chuckleheads.

But I digress. These Guild Masters want to defend the city but mostly they want to win. While there are various ways to do that, sometimes the bad guys come through, they hit everyone and sometimes they hit just one guild. So, you need to be ready.

As played, your Guild Masters draft cards from the board, upgrade one of them, and then play them out to take actions. Some of these actions require you to send an agent to the location to provide an advantage or take an action that might be immediate or setting things up for a future activity or event.

Edging Into The Game

The drafting is straightforward. Select the first card in line or play Influence markers (one of the game’s currencies) to skip it and take the next one. Interestingly, when those Influence markers are claimed by a player in the future, they aren’t just reusable. They flip over and transform into Good Will, a third currency which is really just a 1/4 victory point. I rather like this concept because it doesn’t have the utility of money normally used in this kind of mechanism, but it also isn’t entirely stripped of value. In many cases, players will skip cards that are highly desirable to their competitors so this prevents Influence from overly-sweetening the selection for the card. It’s a very nice touch.

Edge of Darkness

The opportunity to upgrade is another point where Edge of Darkness shines. While my one game (thus, this is a preview and not a ‘review’) was played with a standard set of ten upgrades, Clair has five times that number ready in case Edge of Darkness takes off like it should and it hits all the stretch goals. In the game, these upgrades are done without cost but only one is generally taken and it has to go on one of the cards in your hand into an open slot.

Primer: Card Crafting

If you aren’t familiar with Card Crafting, quickly: You acquire cards that you slide into sleeves so their attributes are added to a card already in the deck. It’s a development of Keith Baker’s Gloom mechanism where transparent overlays affect cards, but it’s elegantly done with a three-slot concept Clair created. Cards begin with one or no slots open and develop over time as you upgrade them. You can also find this mechanism in the second game Card Crafting game, Custom Heroes, which is a bit like Tichu with cards you can upgrade.

Edge of Darkness amps this up further because the upgrades are double-sided. More on that later.

Drafted cards have ownership as well. While each player has a certain number they own, there are also generic cards they can acquire in the game. When playing them, your own and generic cards are free to use. If you draft another player’s card, you’ll need to pay one gold each to use the (up-to-three) actions on the cards.

Edge of Darkness

This concept makes for another intriguing part of the design. Ownership gets you more income (which normally requires actions), which offers versatility and 1/4 victory points at the end of the game if you don’t spend it all or convert them more efficiently with one of the actions.

After upgrades, you play your cards and potentially use the actions on them. These often require agents to be played to the location associated with the action type, worker-placement style. Some are simple enough to just let you take money or Influence, make your guild agents usable (some begin the game untrained), or to take arms against the bad guys. Others are more subtle, helping you acquire ownership of generic cards in the central deck or trading gold for VP, or even increasing your hand size. Managing the preparations for war isn’t all there is but it’s a key component so let’s talk about the bad people coming out of the mighty Threat Tower.

The Threats Keep Coming

Next to your board when you play Edge of Darkness is the great Threat Tower. Evoking Tolkien’s Barad-dûr, the Dark Tower of the 80’s board game and also the Cube Tower used in Wallenstein, Amerigo, and other games, this edifice holds three bad cards at once and has an opening up top where players drop cubes of various player colors. Players acquire new cubes to drop in each round based on the cards in their three-card hand. When eight cubes drop into the area for one of the three cards, that baddie attacks the player who has the most cubes in there. Notably, there are also a fair number black cubes in the bag from which players draw them. If black has the majority (ties count), then all players are attacked.

The bad guys, interestingly, are cards from the deck. The back of the transparent upgrade and action cards are attacking hoards of evil. This clever idea helps increase difficulty as you build up powerful up the cards in the shared deck.

If you take the attack, you lose points on a personal track on your guild board. Attacks can be mitigated by some spaces where you have agents and defending successfully awards points. Some actions let you kill these guys as the cubes built up, as well. Hunting the threats can let you use the normally worthless Citizen actions (one that is common on the starting cards) to go kill a threat that might have too many of your cubes in it. Efficiently done, you can prep and hit them in the same turn but the subtleties of how this and some similar concepts work is another one of the strengths of the game’s design.

Played over eight turns, Edge of Darkness clocks in about two hours but it didn’t feel that long. While the game plays 2 to 4 players, I would expect a head-to-head game to last less time and be less compelling than playing with three or four. The components with which we played were not final except for the art. The work, done by Alayna Lemmer-Danner, is uniformly excellent and powerfully ties to the theme.

Final Thoughts

Edge of Darkness is a winning use of Card Crafting and an elegantly wrought game. Without a doubt, it’s the most satisfying of the Card Crafting games so far, maybe because of its sheer grandeur but also because it allows this innovative concept to work well with others. I see Edge of Darkness as the fulfillment of the promise of Card Crafting and expect it to be extremely popular with gamers seeking a satisfying experience with some coopetition built-in (one of my favorite things).

Edge of Darkness

While new players might be slightly overwhelmed by the number of cards, those that are used to Dominion and other deck-builders should take easily to the various mechanisms available. In our game, the most lost player had it down by turn three and was raring to play again after we played it. I narrowly lost EoD but I know what I’d do differently next time I play and I’m looking forward to it. That is a very good sign indeed.

Official Boardgame Babylon rating pending for more plays but will likely be on the top end. Edge of Darkness launches on Kickstarter February 20th.

Boardgame Babylon Rating for Edge of Darkness

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

Disclosure: Designer John D. Clair personally taught our game and images are of a play-test copy of the game.

Review: Kokoro by Eilif Svensson and Kristian Amundsen Østby via Indie Board and Card Games

Review: Kokoro by Eilif Svensson and Kristian Amundsen Østby via Indie Board and Card Games

Take It Easy is the game I always associate with the ‘draw and everyone place’ game mechanism. What each player can make of the options as they come out is an interesting way to resolve things. Whether it is done for pattern-matching like Take It Easy, Mosaix and Wurfel Bingo or path-building like in SDJ nominee Karuba and Kokoro designers’ own Doodle City, there is a lot of mileage in it. The new Kokoro from IBG takes on the path-making concept in Karuba, turning that concept into a different and possibly more satisfying game.

Kokoro plays 1-8 players, with each one claiming a dry-erase grid map with gardens and sanctuaries on it. Five of the six sanctuaries on the board will score based on the number of objects (caterpillars and flowers, for reasons unknown to this writer) the paths connects to them. Each turn, a tile is drawn by the Caller (ahem, the oldest player) and all players draw the path on it right on their board. These paths are simple lines or pairs making various curves that connect two sides of a tile. Once a tile is covered, you cannot overwrite it so players need to be cautious about building their connections effectively for this scoring round and future ones. This is key and a good warning to everyone early on; while it is easy to just write in any old shape on a tile, it’s important to take a longer view about how it might isolate caterpillars and flowers you want to score later.

The current sanctuary is your focus, but the other option for players is to not draw from that tile and take a peek at the next sanctuary. This way, if a particular tile is no help at all, players can use this option to plan ahead. Ideally, when drawing, players try to not just plan for the current sanctuary but look ahead to connect to others. This is a good idea for general efficiency but also because the game requires increasing success. Each sanctuary score must be higher than the last one or the player suffers a -5 point penalty. Tiles are drawn until four gold tiles come out, which represent about 1/3 of the tiles in the stack. As a result, some sanctuaries will get outsized opportunities to score versus others. This element makes the planning a little more serious than this cute game would imply. I find it to be a great feature and it’s a lot of the appeal of the game, in my view.

kokoro

The basic game is that, but the box comes with two more expansions and I recommend playing with those unless you have extremely casual players. They aren’t too difficult to incorporate, really just adding some basic variations to how to score the game. These options open up the game even more, giving players more choices when a tile comes up than just isn’t right for the current sanctuary. Kokoro is a bit unforgiving, however. If you screw up early, it can be difficult to recover from initial bad choices. I do think the game should have some kind of mulligan option to let you remove a single tile that could help you get back on track. We had one cranky player during one of our sessions who played improperly early and fussed through the whole game. It’s only a quarter of an hour, of course, so a fouled-up play isn’t a real tragedy. On to the next game, I say.

That said, Kokoro wins big points for scaling wonderfully from 1 to 8 players and offering an enjoyable time in 15 minutes of play. The components are nice, the artwork is utterly charming, and the box is compact enough to pop into the bag whenever you go gaming. Kokoro is a winner in my view and I think it belongs in the collection of gamers who want a filler for the big crowd to play at the beginning before breaking into other games.

Boardgame Babylon Rating for Kokoro

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

Review: Kaiju Crush by Tim Armstrong and Justin De Witt via Fireside Games

Review: Kaiju Crush by Tim Armstrong and Justin De Witt via Fireside Games

Kaiju Crush is all about monster battles in an urban area. The richness of the monster smashing cities theme is probably not in dispute. While I cannot count myself as a fan of films about the subject, I played plenty of Rampage (the video game) and see the appeal of these massive, fantastic creatures wreaking havoc on cities and the like. There is even a film coming out that looks loosely based on the video game. Certainly Pacific Rim (for all its flaws) reminded us of the appeal of giant monsters breaking up cities (if Cloverfield didn’t already do that for you).

A few years back, Rampage (later retitled “Terror in Meeple City”) from the always-interesting Antoine Bauza, would become one of the best matches of theme and mechanisms for this kind of game. A dexterity-based game that still had many euro stylings to keep it strongly constructed, Rampage is a treat. It’s just about ideal for the theme, but Kaiju Crush has helped me see another style that could work with this theme. This game comes to us from the successful husband-wife team that runs Fireside Games, makers of the hit Castle Panic series, the excellent Hotshots (which we love) and the amusing Bears!, working with designer Tim Armstrong.

Kaiju Crush tells us the story of a group of large, unruly monsters controlled by the players that decimate a city. Players are trying to cause more destruction than the others to win the honor of being the best monster (winning the game). Turns are focused on a creative action system that allows players to use one of two moves each turn, either the one they are dealt (currently hold) or a community option that sits between players. If players use their own, players switch it with the communityKaiju Crush option but if they use the community choice, it stays there. I quite like the way this mechanism works and although it sounds familiar, I cannot place it. This restricts movement in an interesting way, allowing for choices between adjacent moves, leaps over a spot or two, or a Chess Knight-style move.

Beyond that, Kaiju Crush is about using those moves to claim buildings on the board, which have various values between 1 and 4, as well as a set icon that can add up to bonuses later. This move for your monster lets you take a space over (claiming the tile) and repositions you for next turn. In this way, the game has the feel of a more nuanced Hey, That’s My Fish, with players claiming buildings both for points and for how it positions them to claim additional spaces with the options available next turn. As the game progresses, fewer and fewer options are available as the map of buildings is turned to rubble and claimed spaces. This positioning is important because players still only have those two options for your monster has each turn. The end game is maximizing how you can claim as many spaces as possible before the city is decimated. Players collect points for buildings, sets claimed, and any other bonuses. The winning monster is the one with the most points, naturally.

That’s not all there is, though – the monsters get to fight if they land on the same space or an adjacent one. This kicks in the battle process, which is like a paper-rock-scissors game you play to 3 out of 5. Each player gets a handful of five cards per battle. Using the five-option system, each monster in the battle plays a card and resolves it by comparison. This is where the monsters’ special powers kick in, as each one either wins ties of some type or gets to optimize cards a bit. This match of cards is fun, with 3 of 5 being the perfect amount to give people a chance for each battle to have its own life. That doesn’t mean I wasn’t routinely killed by my wife 3 in a row because she can zone in on my brainwaves. But you’ll have a great time with it, I’m sure. Winning the battle gives you a bonus chip (worth 1-3 points) and if you’re on the same spot, the winner will take it.

The game has a couple of additional elements that add to the experience. All players get a special one-time use power. They are hit-or-miss, but can help in a key moment. Additional, there are four other ways to score points based on the spaces on the map you collect, the building types you claim, and some options that even crop up in the game. These extra concepts add replay value and some variability to the game.

In the end, Kaiju Crush is a fun game for families, but I wouldn’t recommend playing with only two. The game is less interesting with just a head-to-head game, offering fewer options all around. I think the game shines best at four players, with a full complement of gamers. Components are solid, as is the norm with Fireside, although younger players might enjoy replacing the cardboard monsters with miniatures to up the toy factor. Gamers will admire the intriguing aspects, but might wear out the game play quickly with the options available. I still recommend giving it a play to see the interesting moving mechanism and to have a good time with the quick battles you get into with your kaiju. The game is certainly ripe for expansions featuring new monsters, moves and special powers, too.

Boardgame Babylon Rating for Kaiju Crush

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.

Review – Azul by Michael Kiesling via Plan B Games

Review – Azul by Michael Kiesling via Plan B Games

Azul, I will admit, is a game that I judged by its cover. Good thing it’s a wonderful game. The design drew me in immediately. I’ll admit to being a sucker for gorgeous package design and when the components are also premium wonders, you’re already halfway to my approval, folks. Now, I don’t mean Boris Vallejo-esque sword-wielding ladies. I mean design like what you see in Oink Games, all of which have conscious elements that add directly to the mood of the game experience. Quality work isn’t the only way this is achieved; way back in the pre-euro days, we had Cheapass Games here in the US and their powerfully simple black and white envelopes appealed to me for both keeping costs lower and letting head Cheapsser James Ernest save time in coming up with overly expensive colored boxes, he put it into the game design and those hilarious rules.

So, with that longer-than-planned caveat, let’s talk about the game. Azul is a game at once familiar and exciting in its unique feel. The game is a design by Michael Kiesling, a two-time SDJ winner and frequent collaborator with the mighty Wolfgang Kramer, but this one is all his own. Based on Azul, I definitely look forward to his next solo game design.

In Azul, players get a board on which they will place the gorgeous, chunky tiles that are a hallmark of the game’s production. They will place them according to a set of clean, elegant rules that are straight out of 90’s Schacht and Knizia. When you select tiles from the one of the selection discs, you take all of one color, pushing the remaining tiles on that disc to the center market. Once this has happened during a round, another option becomes available; now, players can also take all of one color from the center of the table. While the discs are dealt only four pieces from the (lovely) bag, once the excess tiles start piling up in the middle, players are likely to get more of them.

When you claim tiles, you need to place them on your board. This is done by selecting a row for completion, with the first row scoring with just a single tile and each row below it taking one more until you reach five at the bottom of the board. Thus, each turn, players will want a different number of tiles for each row. While the prep area of a row has a certain color tile in it, no other colors can go into that row.

This means players sometimes obtain excess tiles that need to be stored at the bottom of the board. These each inflict a penalty that rises with each additional tile. Also, the first player to fish tiles out of the center of instead of just off one of the distribution discs gets to select first in the next round, with the unhappy addition of a -1 tile that gets to drop into the first slot in the little holding pen for overflow tiles (which some gamers are apparently throwing away? It should have been a proper tile anyway). I find this mechanism quite appealing – that tradeoff of the loss of a point for the first shot and the first pick next turn. That says this game has been tuned.

Sound intriguing? Maybe not. The theme of Azul isn’t really there; it’s just a game of placing tiles into the right sequences to score points and marveling at how pretty they are. But that’s not it – this is a wonderfully elegant design that we so rarely see today. Azul goes down like Azulfreshly-made lemonade – it feels like it’s made of the real thing and not just rehashed mechanisms from other designers’ work. Kiesling has taken a solid selection mechanism and added interesting scoring. It’s such a clean, empirical design and Plan B’s excellent production complements it beautifully.

With the advent of Kickstarter and the crazy influx of underdeveloped and messy games into the marketplace, it is kind of glorious to see a lovely design like Azul come out, especially since we see fewer titles from the twin masters of this feel: Reiner Knizia and Michael Schacht. Kiesling is no slouch here, although most of his ludography was constructed with Kramer, a bigger name. But let’s not Garfunkel him entirely – Vikings was also a winner. With Azul, Kiesling could be on track for a solo SDJ. I’d call it a contender for one of the coveted slots later this year.

Even so, with the fast-food nature of game designs these days, I think players should give it a go first. While serious eurogamers will appreciate Azul’s charms, those who are seeking a thematic experience may balk at the simple beauty and sparse rules. That’s my only caution in reducing the rating to a Play It Now. I love it, but modern gamers may need to develop a palette for it.

Oh, heck – never mind. Azul is awesome! Buy it Now!

Boardgame Babylon Rating for Azul

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

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.

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.

REVIEW: Sparkle*Kitty Delights With Its Message & Silliness

REVIEW: Sparkle*Kitty Delights With Its Message & Silliness

Sparkle*Kitty is a cute game I wish I’d had years ago. Simply put, I had an easier time getting my son to play board games over the years than I ever did with my daughter. Sure, when she was younger, my daughter delighted in any time with Dad. But it’s not really her fault; there are never enough games with girls in the driver’s seat (although I will soon talk about the amusing One Deck Dungeon, which pushed the other way). That’s one reason why Sparkle*Kitty is delightful. SK tells a story that makes sense for the girls, with self-rescuing princesses that are in control. More importantly, it’s a charming party game that rides the theme well for both families and kids-at-heart.

Sparkle*Kitty
Princesses Galore

Sparkle*Kitty is designed by Manny Vega and published by Breaking Games, who have had past success with Letter Tycoon and the wildly successful Kickstarter for Rise of Tribes earlier this year. The game allows for 3 to 8 players and works fine for ages 6 and up. Generally, you can play it in 15-30 minutes (depending on the number of players) and I say the more, the better.

Players in Sparkle*Kitty get to play as one of seven cool princesses with various personalities. Each player gets a hand of nine cards that are used to build a tower with four of them, with their princess on top. The remaining cards become their starting hand and they begin play with the goal of getting rid of first their hand cards and then the tower. Generally, players will need to clear their hand card first, then they can disassemble their tower to gain freedom and win the game.

How do you get rid of the cards? That’s the amusing part. The tableau in the center has two cards from the deck with funny or quirky words that are said together on player turns – this is ‘casting a spell’. When the active player would like to play a card, they need to match the color or the icon of one of the cards, then say the words. This is funny stuff as the words tend to be quirky and cute stuff like:

Sparkle*Kitty

Okay, not all of them are sweet, but that’s part of the fun. Some cards will offer players an advantage (like playing as many cards as possible or forcing other players to draw), but many of them (black cards labeled “Dark Magic”) will require players to say another word whenever they cast their spell. While people don’t mess up all that much, you can decide how tough you want to be on them for partially flubbing a word here and there.

That’s part of the amusement, in my book. More special cards exist, with some rule-breaking options, some wild cards and even the super-cool Sparkle and Kitty cards that let you draw back to your hand from your Tower instead of the deck. But the real fun is everyone repeating the silly spells each turn while trying to get rid of their cards. Many tongue-twisty moments came up, especially with the Dark Magic cards in use.

Sparkle*Kitty ends when that happens and the princess who discards her last tower card wins. The game from rules to finish is less than 30 minutes with typical players. I love that designer Manny Vega built this game, which could have been done with a variety of themes, specifically with the empowered princess in mind. As I said, I wish my daughter could have played it as a younger person and seen us all need to play self-rescuing princesses with such a funny theme. Even with kids in the game, who stayed engaged in our game due to the bright colors, funny words and great artwork of powerful princesses, we played the game quickly. The under-10 year old players wanted to play again immediately and asked about how soon they can get the “Kitty Game.”

 

The answer is right now. Sparkle*Kitty is just bursting out now after a limited run back at Gen Con 2017. It’s now on Amazon for $20 and at your local high-quality hobby game store. If you have young kids, maybe bump up that rating by one level because you may just need the game with the rainbow-vomit kitty box.

Boardgame Babylon Rating for Sparkle*Kitty

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

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

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: 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)