Forbidden Island: I sink we need to get out of here!

Pairs well with: An ice cream float.
Traitor rating: n/a (co-op game!)

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Having not played Forbidden Island in a while, the game was reintroduced to some of the Misery Farmers through a friend. He’d been looking for some board games to get his maybe-not-quite-double-digits-yet children into. More specifically, he’d been looking for some co-op games to get them.

“It’s great! I’ll trick them into family bonding. They’ll like me if I can turn us all into a team facing an enemy of some kind. Unity against a common enemy!” He said, maniacally.

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The previous key to Rich’s popularity

You see, a couple of months ago said friend had been a very popular guy. He’d reluctantly taken in a stray cat at the behest of his friends and children, and soon realised she was a little bit rounder in the belly than he’d remembered. Four kittens later and Rich was the most popular friend / dad in town.

“OH HEY! We’ve just popped by to see you and spend some time with you and play some games with you… where are the kittens?”

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Miaow?

Having eventually given the kittens away, (something something cat allergies, something something ice-cold heart) Rich needed a little something extra to win over the friends and daughters. Such beginneth the purchasing of board games.

One of the first purchases (which, of course, we insisted on testing *cough* before the kids tried it) was Forbidden Island. As described by our friend Dr-Photographer, and several others before him, “Oh, hey, you’re playing Pandemic, but easy!”

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There’s a sign there somewhere which says “DON’T GO HERE”

But don’t run away yet! If you’re like us, then you know that there’s little worse for a co-op game to be than easy. Co-ops need to balance their lack of competitive dickery with misery, misery and more misery. You need to have to strive for victory! And, dear readers, let us reassure you right now that Forbidden Island is not easy.

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These had better be some damned good treasures

What does give Forbidden Island its advantage (or disadvantage, depending on who you are) over Pandemic is not that it’s easier, but that it’s simpler. You play some cunning explorers, and your goal is to acquire four glorious pieces of treasure and then flee the Forbidden Island. But, presumably, the reason that the island was so forbidden in the first place is because it’s rapidly sinking into the sea, or at least it has a tendency to do so when explorers try to take its treasure. Damn.

IMG_0531_Fotor.jpgOne of the mechanics that you might be familiar with is the ‘Waters Rise!’ card. These are like the outbreak cards in Pandemic, but you have an outbreak of water instead of an outbreak of, you know, diseases. The cards are hidden among all of the treasure and bonus cards that you’ll be collecting at the end of each turn, which you’ll need a certain amount of to be able to find treasures. (Just like you’ll need a certain amount of cards to research a cure in… what’s that game again? Pandemic.)

Also at the end of each turn you’ll need to draw cards which list places on the island, and the corresponding places that you pick will either start to flood or completely go underwater and get removed from the game. You need to particularly hope not to lose Fool’s Landing (nobody’s arguing against the idea that the explorers are fools) where you ultimately need to escape via helicopter, since losing that means you’ll lose the game. There are also only two tiles on each island where you can find each particular treasure, so if both of those are lost before you’ve actually collected the treasure from it then that’s also a big fat LOSE.

One more way to lose the game is, as you’d expect, drowning. If you’re on an island tile that gets completely lost then you can hurriedly swim to a nearby tile, no problem. If all of the adjacent tiles have already gone? Then I’m afraid that this is the end of your adventure, traveller.

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The difference between an area and a flooded area is, as it turns out, just that everything turns blue.

It’s a little unclear in terms of the plot why everyone needs to survive for the team to win. Perhaps the adventurers have a very limited but strong sense of morality. The game is a beautiful tale of human greed, but not between the players. Should we travel to this forbidden island? Yeah, fuck the rules! Steal this treasure? Try and stop me! Let the sea swallow up this beautiful island? Why not. But leave one of your friends behind? NEVER!!

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Aptly named

The whole game has a great rushed, panicked feeling about it, as it should. The further into the game you are, the quicker everything seems to move, as getting through more ‘Waters Rise’ cards means that the island starts to flood quicker and quicker. And for every island tile that gets removed from the game, the corresponding card gets removed as well, so you’ll suddenly find yourself having a very small deck and a very small island, practically drawing the entire deck every turn by the end of the game.

To make things seem even more desperate, a player only gets two actions per turn.* Which, by the way, is phrased unhelpfully as “Up to 3”. Up to, but not including. The amount of times that we forgot this as we were planning in our first game is … a number high enough to be embarrassed by.

IMG_0526_FotorOne of the actions you can do is to try to stop the island from going completely under before you’ve high-tailed it off with the treasures. The action is to flip a slightly soggy land-tile so that it becomes dry land again, and the action is called ‘Shore Up’, but it’s a little bit thematically unclear what you’re actually doing. We think there might be a lot of mopping involved. But the amount of mopping you get to do versus the rate at which the island is going under is pretty heavily tipped in favour of the sea. As such, this part of the game tends to feel a little bit like one of those cartoons where a poor cabin boy is using a tiny bucket to chuck the water over the ship and back out to sea, even when water is crashing in around him faster than he could ever bail it out.

The game is fun, and it’s not yet one that we’ve mastered. We’ve only won once on ‘novice’ level so far, and we’re not convinced that we’d have done so well if the difficulty was raised at all higher.

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Er, we’re running out of island very fast, you guys!

Some of the roles that you get to pick seem to be a bit pants compared to some of the others. But perhaps that depends on how you play. Also, this might just be an excuse we’re all throwing out for why we’ve lost so often. (I’m sure if we’d been playing with [insert any other role here] then we’d have won that game… *cough*)

We’ve also been on a bit about how similar some of the mechanics are to certain other games, so does it have an advantage? Well, it doesn’t have a legacy version for you to drool over, and the simpler rules do mean that there’s a bit less of a feel for strategy than a lot of games can offer. But it’s not all bad! The theme is good and you can get into character just a little. And the simplicity is in some ways a good thing- not just so that the rules are a bit easier for kids to pick up but also because it means the game moves really quickly, and it can achieve the desperate panicked atmosphere that it’s aiming for.

The real winner is not the island, nor the treasure, and certainly not us. It’s board games.

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Bonus picture

Edit: *It has come to my attention, thanks to the ever-wise Mac in the comments, that there’s a discussion on BGG about the actions. Consensus on the small thread appears to be that they do mean three actions rather than two, but now we’re not sure what to believe. Have we just been extra-hardcore this entire time? The only thing that everyone can agree on is the confusing nature of the wording. 

You may take up to 3 actions each turn (could be 0, 1, or 2).

CAN WE TAKE THREE ACTIONS OR NOT??

*flips island*

Scoville: Feelin’ Hot Hot Hot

Pairs well with: Chilli pálinka. Or some fancy Mexican beers.

Traitor Rating: 6/10.
There are some definite mechanics for trying to get up in someone’s way, but it’s not all that easy, as was demonstrated in our game by a complete failure of Bob and Briony trying to gang up against Lizzy with her stupid smug face. 

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Lizzy gets her serious face on

The farmers first spotted the game Scoville during the first Gavcon in 2014 and also Essen Spiel 2015, but only as a distant adorable-looking game that they never got around to playing. All they knew were rumours of it being great fun, and the fact that there were itty-bitty little chillies that could fit into some itty-bitty little chilli-shaped holes in the soil. It looked good.

So diddy!
So diddy!

Fast forward to the present, and Bob has had Scoville in her collection for a good few weeks.
She had kept this pretty secret, because while she loves this game on a theoretical level, she is absolutely awful at it. Every now and then she forgets and digs it out, before losing horribly and refusing to play it until the sting of defeat has worn off again. She knows that it’s a beautiful, clever, medium-weight game and that her refusal to play it is entirely due to personal failure. She also knew from the get-go that Lizzy would absolutely stomp this game and was keen to avoid the inevitable dickening.

In Scoville you’re a chilli farmer. You plant chillies, you breed chillies, and you make delicious, spicy chilli sauces out of your produce. Our first set of hats-off go to whoever sat in the board-game-office (is that where you sit to invent board games? With a white board, a lot of pens and a pot of tea? We imagine it’s something less fancy than the office you have in GameDev Tycoon) had the job of coming up with the great puntastic chilli-names. Chili Chili Bang Bang. Born to be Mild. Flux Capsaicinator…

DSC_0817_FotorNot gonna lie, one of the first couple of things that we noticed about the game were the colourful chillies and the little slots in the board that they fit into when you plant them. All good games have something to lure you over to that end of the room, and this particular bait looks pretty satisfying. Lizzy immediately pounced on the big bag o’ chillies to create a beautiful chilli rainbow.

Scoville matches a nice amount of strategy with a level of not being able to plan too far ahead because of other people getting in your damned way. The balance works pretty well. A round consists of several parts. Each farmer will plant a chilli, walk around to pick some chillies, and then either sell these chillies or fulfil a limited number of potential chilli recipes for delicious,

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Disclaimer: not conventional chilli-placement

delicious victory points. There’s one randomised set of recipes for everyone to play towards all the way through the game, which are there straight from the beginning, and these big sauces will be your biggest sources of points at the end. That makes it a pretty decent game strategy-wise, since you know what you’re supposed to be working towards and you should be able to get an idea of how your game comes together.

In a neat twist, the chillies stay put after you’ve planted and harvested them. Finally, a game where the farmer thinks that maybe they can save themselves some future replanting by actually leaving some of the produce in the damned fields. Flashbacks straight away to Agricola, Catan, Farmville, and all those other games where the fields are regularly cleared and you’re left having to re-sow and re-harvest the same accursed vegetables over and over again.

DSC_0823_FotorThere are a few contingent factors that will keep you on your toes though. Your adorable farmer-meeple has to physically wander around to collect the delicious chillies, but your lovely friends, no matter how good their intentions are, may end up getting just a little bit in your way.* There’s also an auctioning for turn order mechanic, so you have to think a lot about whether you want to be the first one to have a little wander and farm, or be the first one to sell some goods.

Your humble Misery-turned-chilli-Farmers played the game together for the first time this week, and they were keen, excited and … thirsty. Beers all round.

Briony’s fate had been forecast by her attempt at making a stir-fry earlier in the day and mistaking a rather spicy chilli powder for paprika. Just as the spices failed her once, they would continue to fail her for the rest of the evening. She is also pretty terrible at growing living plants, chillies included. It would appear that fate was against her from the word ‘go’.

DSC_0821Another pretty exciting USP of the game is that, as we mentioned above, you don’t just plant chillies- you breed them! You start off with a simple primary-coloured chilli and then a freakin’ massive grid to let you know which chilli colours make which other chilli colours when mixed together. Because of the complexity of how to make them, and how much mixing you need to do to breed them, some of the fancier chillies (black, white, and MEGA SHINY GLITTER CHILLI) won’t appear until a few turns on, and tend to be the ones you need to get the mega-points at selling time.

Some of the colour-mixing is fairly logical, following the colour-mixing lessons learned by splashing about with poster paint in primary school, some of it less so. For example cross-breeding a red and a yellow chilli gets you an orange chilli, but why does mixing brown and white chillies make a black chilli?

Nonetheless it’s reasonably intuitive to, perhaps, most people. Maybe not Briony.

Briony: I still can’t do anything
Lizzy: You love not doing anything
Bob: We still love you Bri

You also get smaller amounts of points for being the first, or one of the first, to plant a fancy chilli of various colours.

Half an hour into the game
Briony: You know what? I’m going to plant this second brown chilli thing.
Bob: Yeah you do that. You get… oh wow a whole three points!
Briony: *sobs*
Bob: I’m so sorry I’m teasing you but you make it so easy. By being, like, really bad at this game.
Briony: I just don’t know why I’m so bad at it… I’m getting another beer.

Woohoo! Three points!
Woohoo! Three points!

Fortunately, Briony’s sadness made up for the disgusting smugness that was constantly radiating from Lizzy’s side of the table. Lizzy is exactly the kind of person who wins at this kind of game. She’ll sit there, organising the chilli pile into a rainbow, whistling innocently and pretending like she just wants to have a nice time and potter around in the farm. We would be interested in another lovely farming game to test Lizzy’s green fingers, as we strongly suspect they don’t exist outside of board games.

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Gettin’ real judgy there, Rudolph-jumper.

Bob: Stop pulling that innocent crap on us, we know you. WE KNOW THAT YOU’RE WINNING, STOP TRYING TO HIDE IT.

*a bit more beer and ten minutes later*

Bob: HOW DO YOU EVEN SIT SMUGLY
Briony: Do you want another drink?
Bob: YES.

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Briony: Hey look it’s a metaphor for me playing this game

The evening continued slowly but surely as beer was sipped and chillies continued to get farmed. Bob eventually took up her role as drunken photographer, perhaps slowing the process a tad.

Lizzy: Bob! Bob! It’s your turn! Sell some shit!
Bob: No! I’m doing art!

“Look! I’m zooming!” Bob says excitedly, as she just edges the camera closer to the board.

Despite their distraction, all three of the farmers were big fans of the game. Good theme, good pieces, good balance of strategy and getting in each other’s way.

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Fun game, intermittent sobbing notwithstanding.

Bob’s verdict: It’s so freaking cute but it makes me want to kill everyone
Briony’s verdict: It’s a shame that I suck at this game because it’s so good and the chillies are so dinks
Lizzy’s verdict: Well, let’s just say there was a really, really, smug look on her face.

The game is good. The score was 56, 59, 104. After all of Briony’s sadness, it would appear she wasn’t as horrifically terrible as previously thought. Or that Bob was just much, much worse than she hoped. Everyone should try this game, even if it’s just to get very excited over the adorable chillis, much in the same way people get overly excited about the pieces in Euphoria. Exciting pieces all round!

This week the winner is board games. But also, definitely, definitely Lizzy.

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*This is how Lizzy talks when she’s winning a game. It’s a tone of voice that combines ultimate innocence and sweetness with just the right sprinkle of smugness, and is perfectly designed to get Bob’s heartrate soaring towards apoplexies of rage.

Codenames: From Essen With Love

Pairs well with: Martinis. Shaken, not stirred. (Rumour has it they’re actually better stirred, but that’s just the kind of shit you’ve got to deal with as a spy.)

Traitor-rating: 2/10 for the ability to try to put off your opponents mid-game.

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We three kings* board game enthusiasts have had a lot to say about what some of the best games from Essen 2015 may have been. There have been a lot of candidates and a lot of enthusiasm. It’s almost as if we really, really love board games! Weird.

The excited froth of enthusiasm shall continue to spill forth as we move on to what really is one of the best, and surprisingly so, games of the year: Codenames. Don’t be put off by the box art which looks like it was designed in MS Word and features the thrilling byline of ‘TOP SECRET WORD GAME’,** this is some addictive shit. We hope you’ll forgive a bit of brief explanation, since the game is pretty simple to play and explain.

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Lizzy gets fancy photography confused with just holding the camera in a funny place

In Codenames you (usually) play as two different teams of spies. One person per team is the spymaster, the rest of you are regular vanilla-spies sitting in the field awaiting instruction.

The ‘board’ consists of a 5 x 5 grid of cards, each with a different word on it. The two rival spymasters, presumably sitting nice and comfortably somewhere in Spy HQ playing with some gadgets and looking at a dozen different CCTV monitors, have access to an extra card which they share, but which the rest of the players aren’t allowed to see. That card shows the ‘board’ as a 5 x 5 grid with each card marked as red, blue, grey or the single black.

This little card means that the spymasters can know which of the words on the table are the codenames of red-team spies, blue-team spies, regular confused passers-by and THE ASSASSIN!

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The Assassin

The actual game is a word association game, with the aim being to contact all of the spies on your own team before the other team does the same, and to not contact the assassin (for obvious, game-ending reasons). The spymasters will take turns giving exactly one word and one number, the word being one that they’re trying to associate with some on the table and the number indicating how many words they’re trying to link.

Simple!

One of the first things you come to notice as you play the game is that you really feel sorry for some of these spies. Agent Ghost? Cool. Agent Roulette? Pretty classy. Agent Ham? Umm, maybe not so much. Agent Ketchup? Are you sure you work here? Oh and I’ve got to say I’m a little embarrassed to be working with Agent Pants over here. There’s a reason we gave her that name.

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Confused passer-by

And sometimes you’ve really got to question just what the secret service were thinking about. Agent Spy? I mean really. AGENT SPY? What do you think the point of a secret codename is? Maybe to avoid revealing your identity as a spy to everyone? Tsh. Some people just weren’t cut out for this business.

The plus side of Spy HQ’s batshit, overboard spy-naming policy is that you’ll never be short on variety between different games, even when each one is only about 15-20 minutes long. The box is jam-packed with different words, two sides to each, and you can get through a hell of a lot of games (trust us, we’d know) before you need to come across the same words that you’ve already used. Even if that weren’t the case, the way that the board is always different means that it’s unlikely any of your games will ever resemble each other. And other factors, like the impossible and bizarre ways that you and your friends’ brains work.

Bonus points for the game come from its flexibility. In our short time of owning it we’ve played it on beds, on floors, in hotel lobbies… even on walls. While procrastinating our PhD research doing important board game research for this blog we even spotted someone on /r/boardgames who threw together a makeshift copy for a family gathering. Pretty impressive.

Codenames is more fun than we ever thought a word association game could be, and at least part of that is thanks to the mad things you’ll try to connect, the connections that seem startlingly obvious to some and mad to others.

Lizzy: Water; Two.
Bob: Right. Ok. So, I’ll go for… ‘Well’
*Well is correct*
Bob: Good. Ok, so next I’ll go for Bridge..
*Bridge is incorrect*
Bob: WHAT. WHAT DO YOU MEAN BRIDGE IS INCORRECT?
Lizzy: *silence*
Bob: Bridge! Water goes under the bridge!
Lizzy: *awkward silence*
Bob: Seriously? ARGH.

*later*

Bob: Wait, so what the flip was the other word for water?
Lizzy: Palm.
Bob: P… pardon?
Lizzy: You know, Palm. Palm trees… are… er… sometimes near water. And Palm Springs is a place that sounds like it’s named after some, you know, springs.
Bob: … I think we should be on different teams.

Other times you find that special friend who just seems to share your brain.

Spymaster: Bond; Four.
Secret agent: Right, well. There’s Octopus, because of Octopussy, (correct answer), Moon, because of Moonraker (correct answer), Spy because James Bond is a spy, (correct answer) and… well, James Bond holds a gun in the palm of his hand, so… Palm! (correct!!)

Another great feature of the game, although one that only really works with a group of 4+ playing, is the constant (but friendly) mockery of the other team’s guesses. Not to mention trying to put them off!

Lizzy: Right guys. Beef; Three.
Opposing Team (pretending to talk to each other, but loudly so the other team can hear): OH! Yeah. She’s probably referring to the great Beef Revolution of ’93. Or she means ‘Beef Dice’. Isn’t that the sequel to Sushi Dice?

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It’s really an unfair advantage that the blues get Pierce Brosnan on their team

LWH Codenames Tournament

As we briefly mentioned last week, one of our local conventions Little Wooden Houses ran a Codenames tournament at their latest shindig. Teams of 3 people competed for the coveted Tiny Trophy of Being Good at Games in an incredibly tense competition.  Team Misery decided that despite wearing her ‘Captain Hangover’ hat, Bob should be spymaster as it’s very easy to get inside her head.***

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Round One

The first match was against a team of raw recruits who’d never met. It’s easy to underestimate a team of nice (ha!) ladies but all early pleasantries were rapidly erased as Bob politely but firmly invited the opposing team to suck her dick when they took an early lead.**** Team Misery sucked it up and got their shit together to win convincingly and immediately take on the next challengers.

Round Two (or ‘Semi-final’… it was a pretty small tournament)

On round two, shit got serious. These were no fresh-faced n00bs, but experienced gamers and long-time friends. It would be easy for them to work together, and the stress was real. Ground rules were firmly laid (no speaking at all from the spymasters apart from clues (a rule which Bob finds supremely hard to follow), and taunting and smack-talk from team-members absolutely allowed). Adrenaline pumping and neurons firing, Bob flopped her enormous spymaster-schlong across the table with a steady ‘Culinary, six.’

Six correct card choices left the opposing team in the dust, and Team Misery advanced to the final round unbeaten.

The Final

The final match was played as best of three rounds, against a team which included a girlfriend-boyfriend pairing (Dr Boyfriend and Cthulhu-Joss) and Dr Charlie. Harsh.

A strong start in the first round got Team Misery off the ground, but they were nearly brought down by an incredible last-ditch hail-Mary clue from Charlie, whose team needed to get five correct answers in one turn to win.

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Play along at home!

‘Nazis, infinity.’

Um. What. Surely this could never work! But after the initial laughter, Joss and Al took to the board to give it their all.

‘Er. Did the Nazis ever go near some Czechs? Czech!’
*1/5 correct*
‘Well, they probably had ships. Ship?’
*2/5 correct*
‘They love to MARCH!’
*3/5 correct, panic from Team Misery*
‘Drill?’
*4/5 correct*

Team Misery watched in shock as all their dreams decayed in the face of insanity. If the opposing team got one more correct answer, they would win.

‘Aw nuts. Isn’t there a movie about Nazis where they’re all somewhere really cold? And they’re zombies? Dead Snow! Yeah. Maybe he means that! ICE!’
*INCORRECT*

Thank goodness for good guys. (That’s us, by the way.)

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A very tense Dr Charlie and ‘Hangover-hat’ Bob

Round two was almost as close, but went to team Charlie, making it even-Stevens going into the final round.

Bob meditated while Lizzy and Briony made a break for stress-wees and tea.

It was a tough board for the team. ‘Hollywood’, ‘France’, and ‘New York’ were all needed, but ‘England’ was the assassin and ‘Beijing’ belonged to the opposing team, so a simple clue like ‘places’ was out.

‘Cannes, three’ managed to tie Hollywood, France, and Premiere together, but that was just the start. An incredibly close, tense game ensued, until both teams were down to their last two words.

Bob made a desperate bid to tie ‘New York’ and ‘Forest’ together with ‘Jungle, two’ (urban jungle, right?) but was thwarted by Lizzy’s insistence that ‘Jungle Jam’ was a thing (she meant a jungle gym. Like the climbing frame. Bob actually broke the rules when that went down as she was incapable of stopping a stress-pressured ‘Mrrrrrrrrrrrrrrrrrrp’ from escaping).

To be fair, the team’s eventual demise might also be put down to a glorious moment in which Bob forgot which colour she was, and gave a clue for the wrong team’s spies. Some swearing followed.

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A smooth final two from Team Charlie and it was all over. The tiny trophy of ‘Good at Games’ was wrested from the Misery Farm’s grasp, and Bob unclenched her butt-hole for the first time since the tournament started.

Codenames is a frickin’ excellent game. Good as both a light party game for the inexperienced, and as a brain-crusher for more experienced players. Incredibly stressful. Highly-recommended.

The real winner was the stupid other team. But also, board games.

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Hate is such a strong word, but…

* Too early for Christmas jokes? What? Christmas jokes are never appropriate? Psh.

** Codenames won Shut Up & Sit Down’s prestigious ‘Best Game, Worst Box’ award 2015.

*** It is mostly filled with air so there’s plenty of room.

**** Did we mention that we’re really, really competitive?

 

Liguria: Pimp my Cathedral

Pairs well with: Grog for your long sea voyage.
Traitor Rating: 2/10 daggers in the back.

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Board-gamers are a picky lot. Contrary to popular belief, when presented with a game which has a tonne of bright colours, a million pieces, and a theme along the lines of ‘the ultimate zombie werewolf death match apocalypse’, they do not get so excited they hyperventilate. What actually happens is that they take one look at the box and think ‘I’m not four’, ‘Please stop trying so hard’, or ‘for the love of God, pitching monsters against one another and using that many adjectives doesn’t make a game good, invest some of that energy into the actual game’.*

What a lot of people don’t understand is that board-gamers like dry, intricate and deeply boring themes. Euro-themes. Agriculture and shipping. Because that is what makes a really great game: enough theme to feel involved and immersed in a different environment, but enough structure and room for strategy to feel satisfying. An unfortunate by-product of this is that when we try and describe a very good game to someone else, it always winds up sounding like the most tedious thing in the universe.

‘Hey, have you played Paper Mills of Liechtenstein yet? No? You really should, it’s about working in a paper mill where you need to make sure the colour and consistency of the paper pulp is exactly right.’

Or,

‘Ermeghherdd I just played Sacrificial Canaries! I am totally the best at loading pieces of tin onto a cart and then getting a horse to pull it up the mine shaft. It only took three hours, it was amazing.’

Liguria falls into this category. It’s a game about paint samples and financial planning. You go travelling from port to port collecting different coloured paints, which you then bring back to your own port in order to paint your cathedral. But trust us guys, it’s a great game.

‘Have you realised that re-painting a cathedral in 16th century Italy would probably have the modern equivalent of Pimp my Cathedral… I would probably watch that.’

Each player represents a port, and has their own ship. During12268901_10156309277145085_1530353084_o_Fotor a turn tiles will be selected at random from a bag and placed in a line in the centre. The players then have the option of selecting how many of the tiles they want to pick. The fewer tiles you opt to pick up means the closer to the beginning of the turn order you will be when resolving actions, and so will be more likely to get a good pick.

The layout has a little port and boat in front of each player, and all of the players sitting in a little circle, connecting it up. This is actually a pretty damn nifty alternative to the usual method of, you know, just sharing a board. You get to sail your little boat around your little circle of friends and it means you can be pretty flexible with table-space. More importantly, it means you can have fun pretending to be a bit of a child and sailing your boat along the table and making noises.

“CHOO CHOO!”
“That’s not a boat noise, Lizzy.”
“You can’t tell me what to do!”

The boats also have that really pleasant double-cardboard kind of makeup, where you can fit little cubes neatly inside them. What’s not to love?

CHOO CHOO
CHOO CHOO

The tiles have a number of different icons: buildings, churches, daggers, paint contracts, scrolls, collection bags and helms. Most of the tiles you build in your town (your board) and provide you with a range of benefits: buildings provide victory points, helms provide an extra movement to your ship etc.

The idea is to build up a good range of tiles which help you to get the most paint. You will only receive victory points for paint if you have a tile asking for certain types. It’s all about the paint, man.

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‘I don’t understand it, there are only three types of paint colour in this game but I’ve still managed to collect only blues and can’t fulfil any of my paint contracts. What is this? Why am I so bad at paint?’

‘Our ports must have some serious artists living in them because I’m pretty sure even Michelangelo couldn’t paint a cathedral with only three primary colours and make it look like a 3 year old child hasn’t gotten carried away with some marker pens’

dsc_0418_FotorAfter the tile selection phase there is a card phase. Each turn, three cards are laid out which will have a number at the top, and an action below. In most cases the action will be something similar to ‘three boat movements’ or an anchor which allows the boat to stop and start. The number at the top of the card is important because you’ll be adding all of these at the end of the game. Some are negative, some are positive, and if at the end of the game you end up with a total that is negative you will immediately lose a whole bunch of victory points. It’s kinda brutal.

Sure does teach you how to manage your finances in real life better though.

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The final stage of a turn is where players may move their boats and pick up paint. There are several islands scattered between the ports and these offer temping treats such as extra paint and victory points. Once you dock at another player’s port you collect as much paint as your boat allows and then sail back to drop it off at your own. Unlike other shipping games like Puerto Rico and Le Havre your boat can stay out as long as it wants instead of having to return in the same turn. This gives the game more of an authentic feel sailing from place to place in a long sea voyage that eventually results in returning home with a butt-load of paint.

Conspiring to win
Conspiring to win

The turn begins again by drawing and laying the tiles. The game ends when the tiles run out. Simple. Go and paint your cathedral, kids.

Another thing worth mentioning is some different strategies – in this game it is not, in fact, actually all about the paint. This is fortunate because a lot of our friends are Warhammer 40K-obsessed nerds who could bring more paint to the table than you’d need to cover a fleet of cathedrals – we wouldn’t stand a chance.

Scrolls, for example, add an interesting diplomacy twist: when a player docks at another’s port they may place a scroll tile on any track of that player’s board. That means at the end of the game the player who owns the scrolls gets 2 victory points per tile in that track.

I'm here to steal all of your hard earned points. Thanks bye.
I’m here to steal all of your hard earned points. Thanks bye.

Briony has basically mastered this game, and instead of collecting paint she simply swans about collecting scrolls then sails from port to port being incredibly diplomatic and partaking in everyone else’s victory points at the end of the game.

Lizzy, on the other hand, wiped the cathedral floor with everyone in the first game just by getting highly into the building-points game. Ka-pow!

We haven’t met anyone who hasn’t liked this game. It was actually the first game we played at Essen, chosen only because as everyone streams into the hall for the first time there is a manic rush to sit at the nearest game and play it. We thought that Queen Games would provide us with some good reliable fun, and it did! Liguria was just suitably close to the door and we got to experience paint like never before. Excellent work all round.

Un-pimped cathedral
Un-pimped cathedral

The fact that the game is pretty relaxing and not stressful at all is another thing it has in its favour compared to other similar games.** Ship some paint, have a nice time. Shh, shh, just don’t think about having a load of cards with negative numbers, you’ve still got time to sort that out.

At the end of the day, or indeed your long sea voyage, you can take comfort in the fact that however badly your game has gone your cathedral will get painted and the citizens of your town will be all the happier for it.

*This is such a persistent problem that sometimes we’ll see a game and be so put off by the theme that we won’t give it a solid chance. The Possession is basically Evil Dead in game form and at first appears to rely heavily on gumpf like zombies and girls who look like they belong in The Ring, but is actually a solid, well-balanced game with some unique features and clever mechanics.

** Bob’s friendly robot boyfriend found it incredibly stressful, but then he is terrible at financial planning.

Steampunk Rally: A Rally Good Game!

Pairs well with: Gin on rough terrain (the rocks)
Traitor rating: 4/10 “I could race… or I could screw over Lizzy…” – (everyone)

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Each member of the Misery Farm had several favourite games to come out of Essen 2015. When pressed, all you can get out of us tends to be a pretty diplomatic and squirmy answer, along the lines of “well I loved so many of the games, I couldn’t possibly choose!” or “can’t I just say that I love all of them?” or “I CAN’T FREAKING DECIDE, LEAVE ME ALONE ALREADY”. We’re told this is similar to how some human adults feel about their children.

But if we were pressed to decide on a top list of games then we could probably all agree that Steampunk Rally has a pretty damn high spot. It’s one of the games we all actively sought out after Bob enticed a group of us in with her description:

DSC_0617_Fotor“Guys! We need to play Steampunk Rally next. It’s like the hipster Wacky Races, but you get to play as Marie Curie! Only she’s a ROBOT!”

Sold! Literally.

Now we’ve brought (several copies of) the game back to our humble homes the excitement hasn’t worn off.

To start off with, have we mentioned the characters? There are sixteen to choose from, all based on some of the coolest inventors that history has to offer. If you want a team of badass lady-racers (which you know very well your team of badass lady-journalists do), then you actually have a whole range of options! That’s right, A RANGE of female characters!

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Science!

This evening we plummed for Bob as Ada Lovelace, Briony as Marie Curie and Lizzy as Hertha Ayrton. Briony had conveniently hosted a steampunk Hallowe’en party in her house a few days beforehand, and being the cool kids we are we grabbed a few spare steampunky goggles strewn around and got our race on!

Each player gets their little chosen inventor card plus an additional unique card which, together, make up the start of your brilliant machine, which you’ll add bits to as the race goes on via a little valve symbol that lets you know more bits of machine can go there. Being the snazzy and intelligent inventors that you are you can easily unscrew some bits here and there and rearrange your machine as you go along, so you don’t need to worry too much about the order of placement (take that Galaxy Trucker!).

DSC_0624_FotorThe aim of the game is to win the race. You win the race by crossing the finishing line first.* Sounds simple and familiar so far, right? Racing 101. Oh! Also, you’re racing in a giant machine that’s constantly rearranging, powering up, and occasionally exploding – more on that later.

Brimming with overconfidence, having not actually played since the trial rounds at Essen, we opted to play on the super-fancy FUTURISTIC HOVERDROME. More danger, but we could handle it. Robot power! Plus the map is a bit randomised at the beginning, which is always a bonus.

DSC_0613An actual turn consists of a few different phases, which each person does at once 7-wonders-style (or does slowly and in turn order if you haven’t figured out the rules yet, or if you just want to show off your rad moves). The first of these involves taking a card from a selection and passing the rest on. Here’s where you’ll use some of these cards to add bits on to your machine! Propellers, rocket boosters, a forcefield… should we chuck a time machine on there? Yeah, why not!

But the machine you’re building isn’t just about cool gadgets and aesthetics, it’s a beautiful, smoothly-running *cough* mechanism that uses water, electricity and fire power (dice of different colours) to bolster your machine’s defence or SPEEED madly along the track.

DSC_0630_FotorLater in the round is the racing phase! Here you roll the dice you’ve generated that turn and see how much power (how many little winged-wheel symbols) you’ve managed to generate. The misery farmers were off to a flying start! Each of us racing ahead with some efficiently running robot monstrosities, producing the dice and throwing them madly into the machines.

Oh, remember that bit earlier where we glossed over the bit where your machines can explode?

Yeah. Here that comes.

The final phase of a round is a ‘damage phase’, where you calculate all the damage you’ve taken from the terrain you’ve just hastily and cockily rattled across.

“Oh, oh shit. I think I raced a bit too far ahead.”
“Oh crud, me too. Ohhhh no.”

The exploding machinery is probably the most unique mechanic of Steampunk Rally. For each damage you take which you haven’t defended yourself against, a part of your machine (of your choice) will explode and fall off. This can be a useful tactic at some points- sometimes it might just be worth losing some outdated bits of your machine for the chance to speed a bit further ahead. Maybe the force of the explosion is propelling you ahead a bit? Who knows!

But uh, what happens if you take more damage than you even have bits of machine? Back into last place you go.

Every single one of us had, despite being nominally-competent adult human beings, miscalculated the damage we’d take and exploded our machines completely. On the very first round.

“Guys. Guys. Can we just… maybe…”
“Pretend none of this happened?”
“Yeah!”
“Start over?”
“Yep.”
“PRACTICE ROUND OVER, GUYS. NOTHING TO SEE HERE.”

We definitely owed it to the great inventors that we were representing to pretend that that was a practice round and start over. Nobody wants that kind of a disgrace on their shoulders.

THE RACE BEGINS AGAIN!

DSC_0626_FotorSlightly more careful this time, the team of badass lady-racers (or just ‘badass racers’, if you will) had a much more successful second attempt at a race.

The theme is excellently done, as you can tell from our enthusiasm over the characters. Marie Curie has a brilliant robot body because of the radiation poisoning done to her flesh one, but this just makes her even more hard-core than she was already. Which is tough, because Marie Curie is pretty hard-core even in puny human form. Lovelace is also a robot, having downloaded her consciousness into a robot casing.

The depth of the machine parts is also great. You can build some pretty bizarre and beautiful machines!

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Boom.

“I’m becoming a weird spider-tree with legs! FEAR ME!”

“Argh! I keep wanting to attach a penny-farthing to my machine but there’s never room!”

“KAPOW! Oh no, my galvanised brakes!”
“Oh no, you’ve lost your galvanic brakes!”
“Galvanic! That’s what I said.”

Impressively, it also plays with up to eight players. But it does this while still being strategic, rather than a game of luck. You can fit the same amount of players as Camel Cup, for example, but actually involves some skill and planning.

Briony’s playing a giant-machine tactic. Unfortunately, she seems to have got a little bit carried away with building something beautiful and forgotten that she’s actually taking part in a race. Lizzy, going for a “try to win” strategy, keeps losing her galvanised galvanic brakes, but the lack of stopping power definitely seems to be playing in her favour, and she’s speeding to victory.

That's a damn impressive machine, Briony, but it doesn't appear to be going anywhere...
That’s a damn impressive machine, Briony, but it doesn’t appear to be going anywhere…

The way that the phases work together is good for a larger number of players, so you’re not spending too much time waiting for other people to make their moves. But there’s definitely something lost when everyone races together, and it has a bit less of an exciting or sociable feel to it when you don’t get to watch everyone else’s smoothly running machines creating the perfect amount of water for their steam machines and then trudging along, or completely misjudging their power, going too far and falling in a hole. We prefer doing that part of the game one at a time, so we get to watch each other’s’ triumphs and disasters as they unfold.

Speeding to victory
Speeding to victory

The game is a winner both on theme and gameplay. It’s a great game to get your friends excited, and although there are certainly games that are more in depth, more strategic, and more ridiculous, it plays a pretty good role in our board game collections.

Of course, as always, the real winner is board games. And Lizzy.

*You can also cross the finishing line at the same time (on the same turn) as someone else, but then it’s about how far over the line you get. It’s not literally a case of who moves their character over the line first winning, because that would be madness of a different kind.

7 Wonders Duel: WONDERing whether to play?

Pairs well with: Coffee and aspirin.

Brutus scale: 8/10. This is because it’s a two player game that pitches you against an opponent. As with 7 Wonders, someone may be more placid or war-y than the average.

Sunday morning has been a rather slow start for Briony. She and her punk boyfriend Pat were screamingly hungover after celebrating Gord’s (from team Misery during Essen) birthday the night before. Logically they decided that now was probably the most opportune moment to re-play through the games Briony had bought at Essen*. It had to be done. Enough time had elapsed since returning to forget what board gaming was like at a convention**, and be able to put the new purchases into a living room setting. A living room now filled with blankets, coffee, painkillers, cheese toasties, and the occasional ‘Oh god my head, why is it so fucking bright?’ became the domain of Call of Chthulu’s lesser known Ancient one: The seething mass of fleece blankets whose singular goal was to play some games.

The seething fleece mass: Evade roll (-1). If approached without coffee loose 2 sanity.
The seething fleece mass: Evade roll (-1). If approached without coffee loose 2 sanity.

The first game of the morning was 7 Wonders: Duel***. This was the first game that Briony bought during Essen. In fact she bought it probably about 23 minutes after the gates first opened. In hindsight she was utterly right, and around 66% of team Misery also ended up buying the game before the end of the convention. Bob, it should be said, is not included in this number. Bob thought it was a bit unnecessary and not particularly rewarding. She’s generally considered to be wrong, though. Shush Bob!

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7 Wonders: Duel is simply a two player version of 7 Wonders. It does what it says on the tin. The game is so good is because it actually looked at some feedback from 7 Wonders, such as ‘how the fuck does one score science without an app’, and actually addressed the problems. Consequently there is now a ‘research system’ in place for science, which means that if a player builds two science cards with the same symbol at the top they unlock a piece of research, i.e. picking a token. Tokens have a whole range of perks that span from straight up victory points, to making your wonders significantly cheaper to construct. Obtaining all 6 different symbols of the science cards straight up wins the game there and then, meaning that no other points are counted at the end. This gives science an edge that it previously didn’t have in 7 Wonders, even though it was a useful mechanic for generating a tonne of points at the end of the game.

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‘This is the third research token you’ve got… are you researching how to be an asshole opponent?’

‘My major is how to be a dick, minoring in winning this game. You should turn up to class more often. Burrrrrrn.’

DSC_0496Moreover on the topic of addressing the weaknesses of 7 Wonders there is now no longer a war at the end of each era. Instead, there is a war meter which rises or falls when a player plays a military card. The meter is split into several stages which rack up victory points for the player pushing it up and negative consequences for the opponent. In a similar way to science, military domination now has the ability to straight up win the game if the marker is pushed to the end of your opponent’s side of the meter.

DSC_0493The special Essen edition of this game came with a pewter war meter marker which Briony lost while wandering around the convention centre in a haze of excitement. Fortunately the lovely people at Repos Games gave her another free of charge without even correcting her terrible broken German.

As the game is now two player the trading mechanic has had to change a little bit. Instead of being able to pay adjacent players for their resources, you instead pay the bank (which stocks everything apparently). If your opponent already has the resource you need you must pay the bank even more to be able to use that resource. It’s sort of reminiscent of the current European banking crisis. It turns out that the banker’s ridiculous money bonuses may have roots in hoarding all of the brown resource cards…

The final big change that Duel has compared to vanilla 7 Wonders is that each player has the ability to build up to four wonders each. Four whole wonders! That’s a lot of wonders. In reality most civilisations thought ‘eh, that’s probably enough wonder’ after one or two, but in this game you don’t have to let reality hold back your dreams.

The answer is always 'more wonders'.
The answer is always ‘more wonders’.

The great thing about this is you get to choose which wonders you’d like the opportunity to build at the very beginning of the game. Obviously you select in turn order so that one player doesn’t get all of the wonders they really want, but does offer a lot more flexibility from the original selection of races/civilisations in 7 Wonders. In addition to the pewter war marker, the special edition version of Duel from Essen also came with an extra playable card: the Messe****. The modern building has been painted as if it were 100BC making it a lovely addition to the selection.

As ever all of the artwork is stunning – this is one of the best things about 7 Wonders, and we’re all exceptionally happy that they decided to continue with it. Team Misery played a couple of drawing games while in Essen*****, and it’s safe to say that we absolutely could not be trusted to design anything as lovely as the 7 Wonders and Duel artwork.

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Finally, there are three eras to the game, as in 7 Wonders. Each era has a different card layout where each player takes turns in selecting unlocked (face up) cards. Once a card is taken it may unlock a card underneath it and it is turned face up. This brings some new Brutus mechanics to the game where you could discard something in your turn that you know your opponent wants or needs. Pat inflicted this on Briony several times during their Sunday morning play-through as she came close to winning with science twice. Briony preferred to imagine this as a disappointing part of history where the feared and trade-incompetent Pat the Lesser was forced to burn all of the books in the empire.

DSC_0498If you liked 7 Wonders then give this game a go. It’s extremely close to the original game, sticking to all of the bits that you know and love, while being much faster to play. It irons out the (admittedly minor) kinks from the original game, and brings some subtle but novel expansion to the theme and mechanics. Even Briony and Pat, hungover and annoyed at being dicked over by one another, still really enjoyed the second play-through.

*And sneakily on Amazon while in Essen. Always compare prices.

**Hot, sweaty, and always in a rush to find the next game.

*** Yes, we know Shut Up and Sit Down JUST reviewed this. They’re always one step ahead of us, the sneaky bastards. What can we say, they have a much higher budget. http://www.shutupandsitdown.com/blog/post/review-7-wonders-duel/

****This is the name of the convention centre that Essen Spiel is held in.

*****We highly recommend ‘A Fake Artist Goes to New York’, winner of the Misery Farm’s distinguished ‘Why the hell did anyone pay £20 for what is essentially a pad of paper and some tiny pens…. Oh wait that’s why, this is hilarious’ award 2015. Play it in the pub.

Misery Farm on the Road: Essen Spiel 2015 Day 4 Field Report

Exhaustion looms, but we’re still truckin’. On the final day of Essen Spiel 2015 we offer some final play-throughs and insights, including our considerations for Children’s Game of the Year.

Bob starts the day late, and hungry. The sheer number of games she and Chris have purchased has completely overwhelmed even her giant suitcase and they’ve had to rope in the aid of Friends With Cars to help lug twenty-something board games back to England. Additionally, Saturday night sushi had been completely de-railed when the previously-awesome all-you-can-eat sushi place failed epically in its mission to, you know, serve sushi to hungry gamers*. Deeply disappointing stuff. It took a generous liver-sausage roll and slice of pleasingly stodgy cake to fortify her for the day’s first mission: get Naïade to sign stuff, take a selfie, and draw us a picture.

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Mission success, though with many a concerned look. Naïade  is very French, and as such does not understand enthusiasm.

Day 4, game 1: A Study in Emerald
Sanity or victory points.. sanity or victory points..
Sanity or victory points.. sanity or victory points..

First actual game of the day was the second edition of A Study in Emerald. The game is based on Neil Gaiman’s cult short story of the same name, which is set in an alternate Lovecraftian nineteenth century in which the royal family have been replaced by Great Old Ones. Sherlock Holmes is there, along with a number of figures from history and fiction. In the game, you play (secretly) as either a Loyalist, faithful to the ‘royal family’, or a Restorationist commie intent on bringing down Britannia as we know and love her. The board is divided into locations which allow certain actions with varying ease, as well as a draw pile of cards. It’s effectively worker placement combined with deck-drawing mechanics, to reasonably solid effect.

DSC_0438Bob liked it, Briony didn’t. It may be that Bob really wanted to like it as she’d bought it on day one and it had sold out, but equally it’s possible that Briony hated it due to being hungry combined with a shockingly poor game demonstrator explaining the rules**. Certainly it’s simpler than the ‘glorified beta test’ original, and much cheaper and cleaner to boot!

Team Misery divided, and wanting everyone to know about it.
Team Misery, divided and wanting everyone to know about it.
day 4, Game 2: M.U.L.E.

Next, Bob and Lizzy tackled M.U.L.E., the boardgame based on the 1983 Commodore 64(?) game. It is absolutely charming. It starts off as a farming/resource management game set on an unexplored planet called Irata, where all you have for company is a robot-mule worker and your fellow explorers. Then suddenly there’s a capitalist market-trading mechanic and a magic money-generating Wampus and a mystical mine of purple crystals which change value in each game round. The board is busy but in a very Stonemaier-Games way in that all the initially-confusing symbols are actually there to clarify any potential misunderstandings and remind you of available actions. The winner is the Bob with the most space gold, while the loser is the Lizzy who has forgotten what their plan was to maximise their resources.

After that economic thrill ride any form of grown-up game seemed an impossible task. Our brains were just too full to absorb any further information such as ‘rules’ or ‘strategy’ or ‘tasks’, so we took refuge in Push-a-Monster, the award-nominated children’s game of monster-crowding. It’s very simple: try to fit your monster on an already-crowded monster platform, without knocking any monsters off the platform. If you knock a monster off, it gets hurt and has to go to monster hospital, so everyone else gets a point. Best of all is the lack of numbered scoring. No one needs that shit. Instead the monster-points are different sizes so the player with the longest string of monster-points wins. The illustrations are adorable to boot; one of the monsters makes exactly the face that Bob’s robot boyfriend makes when he wants to not be part of the Misery Farm.

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Stop. Including. Me.

Two refreshing, addictive little games later and we were ready for more. Not before stopping by the HABALINK stand though, where we found a strong best kid’s game contender in Treasure of the Thirteen Islands. In this tactical children’s game, you explore treasure islands by navigating with your finger, then attempting to follow the route blindfold on a grooved board. If your little airship falls into a groove, you get stuck! If you find treasure, you win! It’s adorable and at least one person bought it.

day 4, game 3: Cash and Guns

Somehow we next managed to grab an eight-person table for Cash n Guns, which was promoting its fresh expansion, a special-edition Cthulhu character with a tommy-gun, and foam Uzi machine guns. The expansion was rapidly scorned as unnecessary, as Cash n Guns is perfectly fun without any extraneous bullshit, and plenty of shoosty fun followed.

Meanwhile, Bob secured a game of ‘Acquire Giant Sausage’, which she promptly then lost by dropping half of it on a surprised passer-by. Strong work, Bob.

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Pictured: Large sausage.
Day 4, Game 4: Architect
The road to victory. Deed-filled victory.
The road to victory. Deed-filled victory.

Briony and co., after being fairly disappointed by the experience of A Study in Emerald went and found a solid worker placement game. Architect fully ticks all of the boxes of worker placement, gasping drought, and being an intricately themed board game. Awesome. In this game you represent a travelling band of folk with different and useful jobs forming a caravan. The caravan travels around small villages and towns in a miscellaneous medieval European region, with a castle located in the centre. The band of travellers must fit the requirements of the specific village/town to be able to build or repair buildings generating prestige points.

Prestige points must be generated to go up each level of the victory track, which will eventually allow a player to win the ultimate prestige from the castle and win a contract. Or something. Honestly we needed a little more coffee to follow the broken English rules, but the game was fun regardless.

DSC_0450There are a nice number of mechanics in this game – the most unique of which is the ‘worker star’. Workers which you buy have different careers which are denominated by the numbers around the corner. After using them to build something you twist the worker around, showing a different number. Throughout a worker’s career their numbers go down, sometimes plummeting to zero if they’re going through stuff, maybe their wife left them or something.

The actions you are able to fulfil are dictated by the worker star also. But in the end, this game is about generating enough build points to get the castle’s favour. Fortunately the whole team was in agreement that this game was fun, quick, and exactly what we needed at that time during the day.

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day 4, game 5: Elysium

So this was the final game of Essen. Sad times. A band of team Misery longingly searched the halls looking for an empty table where they were able to play a game on their ‘to play’ list, and much to their delight found a free table for Elysium.

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The game is card based, and is heavily focused upon mythology. For anyone who likes 7 Wonders, boy is this your game. Half of the table was excited about its similarity, while the other half was excited because of its twist and difference from 7 Wonders. It ticks both boxes. In fact it won an award at Essen this year (and yet only two gaming tables! Why, Essen, why?!). Instead of representing a nation (as in 7 Wonders), you are a demi-god striving to generate enough myths about yourself to advance to becoming a full God. You have two areas where you may play cards: the mortal realm, and the immortal realm.

DSC_0451Each game plays with 5 gods, and there are 8 in total in the box so there’s variation, replayability and excitement! Your humble misery farmers/demi-gods played with Zeus (a classic), Aphesites (god of metal and hammers, stuff), Athena (owls, wisdom and the Hogwarts postal system), Ares (WAR hurr!) and Dickseidon (aka Poseidon but for serious, this guy is a dick and all his cards are dicks and the illustrations on his cards are dicks and his dick-in-ear scale is measured in kilotonnes).

The game plays out over 5 turns split into 3 phases. First is the ‘Agora’ (or ‘marketplace’. Yeah this game has got its Greek down, yo). This was helped by Lukacs, our excellent and friendly game demonstrator (helpful as we cannot read German rules). After that you move some cards into their immortal realms where their effects disappear but become sets (either by colour or number) and lastly the usual maintenance.

Screw your mortal resources, we need only pillars.
Screw your mortal resources, we need only pillars.

The cards have different coloured symbols relating to 4 actual, physical, coloured columns that each player has on their board. To take a card from the ‘Agora’ a player must have the relevant coloured column. Each card has effects, as you would expect – some of these affect only the player while others affect the player and the others players (not as good, obvi) You can also destroy whole coloured columns with barely an evil laugh. Dickseidon’s cards on the other hand usually do not affect the player but dick over other players (such as losing gold, victory points, discarding cards etc). This game is highly recommended, especially for anyone who likes 7 wonders, mythology and Dickseidon.

Rounding up the day

Finally we retired to a nearby hotel lounge, where our easily-bored but deeply punk friend Pat had secured a few big tables and crates of beer. Codenames, Potion Explosion, and Microfilms*** were all brought out and played to great enjoyment. Codenames remains an instant classic while Potion Explosion is shameless fun, and not just because Lizzy is hilariously bad at it. Microfilms needs… a more thorough explanation than we received. A cousin of [redacted], it relies heavily on keeping your cards secret, so if you don’t understand it you can’t ask what your cards mean. It has potential as a quick three-person game though, and our version comes with highly-professional art!

This weekend (FOUR DAYS IS NOT A WEEKEND -ed.) has been beyond intense, but extremely fun. Really we need to add ‘get enough sleep’ to our survival tips, but somehow between the beer, boardgames, and bratwurst that seems to be impossible. Besides, who needs that stuff when you’ve played upwards of 20 different games in four days? Especially when you’ve been playing with friends as good as ours.

We’d like to extend our thanks to the friends who came with us and made this trip as mad and brilliant as it was: Pat, Chris, Martin, Emma, Sina, Dave, Sam, Charlie, Gord, Mac, and The Reading Boardgames Social guys.** Final thanks to all the wonderful game creators, illustrators, vendors and demonstrators who work so hard and put up with the manic excitement of nerds like us. We’ll see you next year.

*Red Sun sushi, you guys make some delicious food but dear god expecting us to wait an hour for each of five courses is insane. We’re sorry we had to sic Bob and her mediocre German on you, making a complaint was physically painful to our English sensibilities.

** She also strongly dislikes deck building games due to unfortunate circumstances in her earlier years. It’s amazing how difficult it is to like a game again after you’ve cursed it to Hades for a truly terrible experience.

***On a side note, Microfilm has a character that looks hella like Briony. Is she really a Misery Farmer, or is she really the American spy?

Spy-Bri
Spy-Bri

Atmosfear: As nostalgic and spooky as a rave in a haunted house

Pairs well with: It doesn’t matter, just make sure there’s lots of it.
Brutus rating: 2/10 daggers in the back. Very little of what you do matters to anyone else.

atmos

Here at the Misery Farm we review all kinds of games, classified as ‘board games’ in name only. Card games, coaster games, games where you roll a handful of sushi and ring a little bell. Most of these games are, however, alike in that they are good or at least appreciable (Terra Mystica being the exception because otherwise-intelligent people seem to like it). Atmosfear (aka Nightmare) is not a good game. It is a silly, cheesy, mindless game which you should play as soon as possible if you can get hold of it.

IMG_1207Bonus points if you can find the original, released in 1991 with a VHS tape. This game is almost as old as we are and comes rammed with nearly as much 90s nostalgia. Remember all those crap ‘family board games’ you played as a kid? Monopoly, Cluedo, Trivial Pursuit, Candyland, Snakes and Ladders? Games which involved zero strategy or forward-planning, only a reliance on the kindness of the dice-gods and the ability to react to prescribed actions written on cards. The kind that evoke rainy afternoons on a caravan holiday or evenings at your grannies’ house, not the cool one who basically force-fed you boiled sweets but the one whose TV only had two terrestrial channels so you had to find ‘something quiet’ to do while she knitted and listened to Gardeners’ Question Time. This is definitely one of those games. But spoooooooky.*

You can tell it’s spooky because you play in a dark room** as various undead characters (mummy, skeleton, witch, etc. They’ve really pushed the boat out in terms of originality) running around a graveyard (or is it hell? Spooky, ancient parchment-looking rules unclear). Really guys, you have no idea how hard they’ve tried to make this game creepy in an adorably-crap 90s way. Like, have any of our readers been to Boomtown music festival? Everyone there is chewing their tiny faces off and dancing to psy-trance and reggae, it’s great. Anyway they have this mini-stage called the Rave Yard where they play 90s dance hits and it’s decorated with cardboard cut-outs of grave stones and fake cobwebs and shit. Playing this game is like that, but not self-aware.

Why yes, yes your counters are indeed gravestones.
Why yes, yes your counters are indeed gravestones.

The aim of the game is to collect your 6 character-specific keys and then get to the middle of the board, where everybody has written their deepest fears on face-down cards (or scraps of paper). As long as you don’t draw your own deepest fear then you go through the gate (to where?) and win.

Deepest fears.
Deepest fears.

Eagle-eyed viewers will notice that someone has written an essay instead of a deepest fear. This would be Bob’s friendly robot boyfriend, who is scared of ‘swimming in the sea and then suddenly, like, there’s a whale a couple of feet from me and I can just see its huge eye. Nothing should be that big, man, like I’d just immediately die. Fuck. That.’

IMG_1224Other complicating factors are Fate cards and Chance cards, which seem to be more or less the same thing. Most of these are straightforward crap-game fare (roll the dice***, react to an outcome which may be favourable or unfavourable; hoard this very scenario-specific card until a specific scenario arises, at which point forget that you have this card; roll a 6 or miss a turn, etc), while others are frankly weird. Bob got royally stitched by a card which asked that a player choose another player and, whenever that player made a decision, rub their hands together while looking all sly and questioning their decisions. When they inevitably ask ‘why are you acting like a villain from Scooby-Doo?’ you can steal all their hoarded Fate and Chance cards.

There is also an enormous stack of Time cards, which require players to perform actions at IMG_1218
certain points in the game. For example, Bob received on which required that exactly 50 minutes and 45 seconds into the game, she scream ‘STOP’ as loudly as possible. For every person she frightened she gained a turn and they missed a turn. The scariness of the suddenly-screaming gamer is somewhat lessened by the fact that other players had had the exact same card earlier in the game, so the audience had become somewhat desensitised. Bob managed to make at least two people flinch by working the scream into a long-term dramatic turn as someone with an intense tummy-ache brought on by too much gin. The copious amounts of pre-game gin consumed by the gaming party made this bit of play-acting quite convincing, though it’s possible (read: extremely likely) that folks were flinching more from a fear of sudden gin-spew than actual terror. Either way, result.

Is it spookier with the white balance off?
Is it spookier with the white balance off?

‘But how are you supposed to know exactly how far into this cobwebby nonsense you are!?’ we hear you cry. Well gentle readers, that’s where the VHS DVD video files downloaded off the Interwebs come into play. The game lasts exactly one hour, and the video shows a timer. But that’s not all. Oh no, there is a super-spooky, super-macabre game-master! He demands that you respond to him with ‘Yes my gatekeeper!’ or ‘No, my gatekeeper!’ (answer without the proper formalities and *gasp* miss a turn) and he wants to punish yoooooou! Honestly, it’s just better to take a gulp of whatever tethers you to this mortal plane and pretend for your sanity’s sake he’s not talking to you, and you keep going regardless of his poorly fashioned, overly gothic, and over-acted lines.

Home boy goes from this...
Home boy goes from this…

Basically it’s a dude in a hood who looks progressively more haggard and demonic**** as the game goes on. According to Briony this happens to most pub locals in her home town over the course of the evening, and so the horror is generally lost in the West Country. He makes all kinds of demands ranging, once again, from the predictable (youngest player roll your age or miss a turn!) to the downright weird (player whose turn it is next, crawl closer to the screen…. Obey me!), and calls the players maggots a lot. He has the power to send you to what is effectively the jail in Monopoly, but in this is called the Black Hole (or ‘Blag-hole’ according to the Gatekeeper, whose enunciation is rather poor).

To this.
To this. Contact game on fleek.

As the game progresses stuff happens faster and faster to cover up the fact that the arbitrary snakes-and-ladders progression and punishment cycle actually gets pretty boring. The gatekeeper interrupts more often, releasing players from the ‘blag hole’ and handing out precious keys willy-nilly. At the start of the game these are rare and offer some specific bonuses, but by the end of the game are won and lost in seconds, removing any strategic elements this game had any hope of maintaining and causing chaos as players try to remember what they can and can’t do, as well as the few ways they might be able to screw other players over*****.

IMG_1197Atmosfear is ridiculous and mechanically atrocious, but it is great fun. Who could fail to enjoy a  game where a creepy hooded dude yells at you to a soundtrack of whistling wind and cracking thunder? It’s like being trapped in a Goosebumps novel for an hour. Play it drunk with friends who are at least old enough to remember the 90s, though aren’t necessarily board game aficionados. Then never play it again. Alternatively, play it with Briony’s dad so she doesn’t have to, man is she sick of trying to play that game between eating too many mince pies and drinking too much wine.

The winner of tonight’s board game was the spooky witch. The real loser was board games, and the self-respect of any board gamer who genuinely wants to play that game.

This game has HOW MANY expansions!?
This game has HOW MANY expansions!?

 

* Briony’s dad is actually a big fan of playing it as a family bonding experience at Christmas, which explains a lot.

**Seriously you have no idea how many times this game emphasizes that it should be played in a super-scary slightly darkened room. Yes, this does make it difficult to see what the fuck you’re doing.

***Frustratingly, there are in fact two dice provided with this game but you only seem to roll one at a time? But the game constantly refers to the singular die with the technically-correct-but-unclear ‘dice’, so you’re never quite sure how many you’re supposed to be rolling.

****His skin gets greener and his eyes get redder.

*****Much like Monopoly, there is only really one way; if they land on your property grave.


Bob took the photos on her mobile in a darkened room (as per instructions) so they are terrible. We apologise.

 

Misery Farm On The Road: Misery at Gavcon II

This week we bring you the next in our sporadic series of event reviews, in which we bravely leave the house to give you an exclusive report from one of the hottest board game conventions in … a little area north of Southampton, England.

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Ok! Perhaps, more accurately, we bring you an exclusive report of what it’s like to host a small board game convention between friends. Apologies for the lower quality photographs than normal, Dr Photographer (link) decided he’d rather spend the convention ‘having fun’ and ‘playing games’ than working for us, for free, all day, so most of the photographs have been taken by Lizzy. At least this time she remembered to wipe the lens of her digital camera first, instead of just getting confused as to why all of the photos were blurry.

Gavcon (lovingly called Gaviscon* by everyone except the eponymous Gav) is the now-annual convention run by one of our good buddies we went to Essen with in 2013. A year later Gavin ‘went rogue’ and, while wildly shouting “I don’t play by your rules!”, tried to save on his yearly trips to Germany by hosting his own mini-convention, for about 20+ people, friends and friends-of-friends. This is our report from the second annual Gavcon!

How does Gavcon work?

Gavcon is unlike any other small (or large) conventions we’ve been to, but it seems to work really well. The host, Gav, charges everyone about £30 (that’s about 40 euros, 45 USD, 12,500 Hungarian forints, etc). In exchange for this unusually large sum for a convention he will book a hall and buy one game for each paying participant.

The room preparing for Gavcon
The room preparing for Gavcon

So suppose he gets 12 paying participants. He sets up a list on BoardGameGeek where everyone nominates and votes for the games they want to be able to play; we often pick new releases, things we’ve not played before but heard about, recent recommendations. Based on votes, variety and availability Gav will pick 12 games to buy and bring them all to the convention. There’s a full day of merriment, playing, food from the bar, seeing your friends who inconsiderately moved to Cambridge but are down for the convention, etc.

As the day wraps up, maybe 5pm, the real game begins! Gavin will have the names of everyone who paid their £30 on a piece of paper and in a hat. One by one a name is drawn, to applause and envy, and everyone will get to pick one of the games to take away and keep! Hopefully throughout the day people will have played a wide enough variety of games to make sure they can choose something they like, and if not they can get by on recommendations from others.

Since the £30 entry fee gets you a free game at the end of the day it turns out to be a pretty good deal. And people who can’t afford the fee or didn’t get around to paying are still encouraged to come along, they just won’t get to take away a game at the end of the evening.

Gavcon 2k14

Now for the low-down on this year’s Gavcon from Lizzy, our Chief Gavcon Correspondant.

The first trick to running a small games convention, it would seem, is to pick the location very carefully. You need the space, you want somewhere that sells beer and food, but most importantly you want it to be both conveniently close and incredibly difficult to find. Gavcon meets each of these criteria, hosted just north of Southampton while simultaneously being in the middle of nowhere at all. Even when you can see the building, somewhere in the woods, it will take the driver at least ten minutes to find the entrance to a carpark. This is an important part of convention scheduling; you want the players to feel like they’re warming up, being challenged, playing their first game, getting their first victory in before they’ve even arrived.

Red7

The first game we started off with was Red7: a small and quick card game, but with some fun mechanics. It consists of the numbers 1-7, each in seven different colours.

P1020518To play, you have a choice of putting a card in front of you or in the middle. Cards in front of you will add to your ‘palette’, which is where you get your points from. Cards in the middle will… completely change the rules of the game, depending on which colour you’ve chosen! After you’ve played your turn, either changing the rules, adding to your hand or both, you need to be winning. If you’re not winning after your turn, you’re out! The round will end fairly soon and everyone will count up their score and start again.

The game is quick, easy to learn but great fun. A very good ratio of interesting tactics to difficulty. Recommended as a neat small game.

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Castles of Mad King Ludwig

Have you played Suburbia? Good. Well, it’s that game, made by the same people, but better. You have to build the best, maddest castle for the Mad King, with the rooms that become available to you. There are lots of ways that a room can score you points, and lots of exciting combinations you can work towards.

How about instead of a photo of this game you just accept this photo of a duck and ask no questions. Good.
How about instead of a photo of this game you just accept this photo of a duck and ask no questions. Good.

It’s another great one for interesting mechanics; each player takes a turn being the ‘master builder’ and decides how much money each room will cost the players to buy. They’re incentivised to make the more attractive rooms as expensive as possible, since everyone will pay them the money for the rooms.

Slightly more complex, but good fun. It’s great to play a game where you can see several paths to victory and you have to make a tough choice about which one to take.

Witness

Oh hell. I don’t even know. The day made sense earlier, what happened? Help!

P1020555Witness is a… surprising game. I don’t even know. What did they just say? Shit. It’s a combination of Chinese whispers and a puzzle game, and I don’t know how a group of four smart human adults could be as awful at it as we were. There’s a lot of information to memorise and you’re not allowed to write it down until the end. You’ll find yourself reaching over to whisper to someone and suddenly realising you’ve forgotten all of the names of all of the participants. There’s laughter, there’s tears.

A very quick game which gave us a lot of fun, but we’re not sure how much we’d want to play it after the first few runs.

Letters From Whitechapel

Chief Commissioner Moustache
Chief Commissioner Moustache

This was, to Lizzy, the most fun game of Gavcon. Since seeing a review for it she’d been mega-keen to give it a go, and voted for it to be a part of the convention both years. This year she was successful and she wasn’t going to miss the opportunity to play it!

The game requires one person to be Jack The Ripper (Dr Photographer was incredibly keen. He’s always had that serial-killer glint in his eye) and the others to be the noble investigators. There’s scrambling, hidden movement, murder and a lot of roleplaying if you get into it properly.

Quite a long game, but simple rules and very enjoyable. We’ve since reviewed it in full, here.

Murder scene
Murder scene

Colt Express

A lot of people would say that this game is worth getting just for the model train. They’re probably right.

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P1020547_FotorIt’s also fun, but if I owned it I probably wouldn’t play it that often. I don’t think that’s just because I lost. It’s fairly simple but also seems to involve a fair bit of luck, and how much the other players get in your way! It has some fun pre-planned movement mechanics that are always a laugh. Fun as a game to play through, but not for strategy, perhaps.

A pretty medium game for me, in both length and enjoyment. But maybe that’s just because the standard of games was so high! (and did I mention  how badly I lost?)

The end of the day

As the dust settled, we all gathered round for the real game to begin. We all screwed up our faces and stared intently at the hat of names, trying to get our names pulled out as early as possible to grab our favourite games. Good tactics at this point are to run around to all of your friends and try to find out which games they enjoyed the most.

Lizzy came some point in the middle but it was enough to win her Letters From Whitechapel; she was pleased as punch. Last year she was chosen first (still managing to look incredibly smug about it, despite it being luck) and managed to grab Glass Road, which is also now a favourite of the team’s.

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Gavcon works really well, but it does so because of the small number of people and the fact that they all know each other fairly well. Then you can be sure there aren’t too many grumpy disputes about anything like the money, the game you win at the end, etc. The atmosphere is friendly and the hosting seems fairly relaxed. It might not work on a larger scale, but if you’re interested in hosting your own board game events with a similarly-sized group of friends then we found this format to work really well!

As always, the real winner is board games.

*Gaviscon is the name of some kind of heartburn medication over here, by the way. Honestly, it’s a very witty joke if you’re from the UK.**

**Disclaimer, joke might not be witty.

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Skulls and Roses: The lesser known 80s band

Brutus Rating:  2 knives in the skull out of 10. There aren’t really a variety of options for easy dickery to your opponents beyond the regular subterfuge.
Pairs well with: Pint of ale from a tankard.

6D-41-149_Fotor

The ratio of complexity of gameplay to complexity of strategy can be a good basic indicator for how good a game is. A lot of really good fun can be found in a game if it has some fairly basic steps and mechanics, and is fairly easy to learn, while also leaving room for a relatively more detailed, complex and developed strategy. Less fun can be had, sometimes, for a game that has a lot of detail in the play but not so much wriggle-room for thought-out plans for victory.

This isn’t meant to be a perfect recipe for board games, of course. Sometimes you want to just sit the heck down and let the board game adventure and some luck take you wherever you’re headed. Preferably to victory. Other times you want to get really deep into the nitty and gritty mechanics of a game and work for your delicious glory that way.

Guest reviewer of the day: Lily the dog
Guest reviewer of the day: Lily the dog

But the play-complexity-to-strategy-complexity formula can still be replicated in a lot of games, including some of the smaller and quicker ones. A good small game is often one that you pick up quickly, has maybe a limited amount of possible ‘moves’, but still lets you develop some excellent strategies for exactly how to play. One of these games is the topic of our review today!*

Everyone present have a skull? Check. You're ready!
Everyone present have a skull? Check. You’re ready!

Skulls is a great game for everyone. After all, everyone has a skull. It’s also pretty damn simple, but you get to develop sneakier and better tactics the more you play.

You’re a member of a biker gang. That’s right, time to whip out the old leather or denim jacket and… I’m not sure, start making motorbike noises and talk about how you miss the feel of the wind in your hair? Presumably that’s what bikers do. You’re competing to become what the rules call the supreme leader. Apparently, biker gangs are run just like North Korea. You learn something new every day!

6D-41-90_FotorEach player in Skulls gets a bunch of circular beer mats with your biker insignia on one side (Which gang are you in today? Panthers? Eagles? Snakes? Weird cow-skulls?) and three of them will have a rose on the other side, the fourth will have a skull. They also get a nice square beer mat with a skull on one side and rose on the other.

Once you’re done with the formalities of pretending to mistake some of the ‘cards’ for actual beer mats and getting yelled at by the person who owns the game, then you’re ready to begin.

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It’s a short game, and it’s a game of bluff. Everyone takes turn placing cards down in front of them (insignia side up, or the bluff part won’t be very effective) and definitely remembering whether you’ve put down a rose or a skull. Eventually one person will decide that instead of putting down a new card they’ll ‘bid’ on how many circular beer mats they can turn over without finding a skull. The trick is, whoever wins the bid (and therefore actually has to attempt to do so) will have to start with their own beer mats first, and starting from the top. Getting it right will lead you halfway to victory (counted by flipping over your square beer mat) and the penalty for getting it wrong is a good mocking and removal of one of your four cards, making it more difficult for you to play. (Particularly if you lost four times… having no cards makes it very difficult to play indeed)

It's actually unclear whether it says 'panthers' or 'punthers'
It’s actually unclear whether it says ‘panthers’ or ‘punthers’

So what you DON’T want to do is forget that you put down a skull and then knob yourself over by bidding as high as possible. Unless you’re trying to lure everyone else into a false sense of security with your incompetence so that you can sweep them all away in the next few rounds. The brilliance of this game is that shit like that can actually happen, and maybe even work!

It’s all about trying to trick everyone into thinking you’ve got a rose when you’ve got a skull, and into thinking  you’ve got a skull when you’ve got a rose. And this isn’t just done by plain old conversation: “Hey you should definitely pick my card. I’ve just put loads of roses down. OR HAVE I?” because, you know, that would be silly. It’s also bluffing through your actions. Bidding really high to convince people that you do have roses, just to have the bid snatched away from you at the last second (just as you’d planned!) so that the winner of the bid will pick your card, convinced that you wouldn’t have done that if you’d had a rose, only to fall down crying when you flip it over to reveal your cunning bluff. TAKE THAT, RICH! YOU NEVER SAW IT COMING! WHO’S YOUR DADDY?

SKULL! GOTCHA!
SKULL! GOTCHA!

It’s also a very reactive game. Because it fits in that part of the collection for small games, ones that you can fit between other games or when you’re busy, and ones that you can play anywhere because it doesn’t have many pieces, you’ll find yourself just intending to play a quick round of it before you start up the Battlestar Galactica or the Eldritch Horror and then realise, an hour later, you’re all still in the kitchen desperately trying to stop Sophie from getting a fourth victory in maybe six games.

You can play it anywhere!
You can play it anywhere!

“AHA! Well, Will clearly has a rose because he tried to encourage us to pick his cards”

6D-41-130_Fotor“AHA! Rich definitely has a skull because he was pretending to deliberate, and there’s no way he would have actually been deliberating about bidding higher than five at this stage because that would be MADNESS, so he must have been pretending to deliberate to trick us into thinking that it would be an option for him and to trick us into thinking he has a rose!”**

“Just… never trust Sophie, guys! She’s going to have a skull, she always has a skull! She…. NOOO!”

The spurt of victories from Sophie was quite the surprise. We actually started to wonder if she’d been playing the really really long game, faking incompetence in previous games just to finally show her colours as a ruthless bastard in Skulls and Roses.

All in all, the developed bluffery from Skulls and Roses makes for a great small game, and ranks it pretty well in the ratio of complexity of play to complexity of strategy. Sophie may have played us all for fools but, as always, the real winner is board games.

And Lily the dog.

This review doubles as an educational piece about how difficult it is to take photos of dark dogs in light rooms.
This review doubles as an educational piece about how difficult it is to take photos of dark dogs in light rooms.

*You’d bloody hope so wouldn’t you, or else what have we been rambling on about for the last few paragraphs?

** Take our word for it, this paragraph definitely makes sense to Skulls and Roses aficionados.

Credit goes to our photographer friend for, of course, the photos. Huzzah!