Look Out! A Flyin’ Goblin!

We first played Flyin’ Goblin back in January, the day it was gifted to Mom, and we’ve played it many times since. This is mainly because there are catapults involved.

Yes, you heard that right. Catapults! The “Flyin'” part of Flyin’ Goblin is quite literal; gameplay involves launching your Goblin meeples into the castle so they can pillage the Rooms they land in. Coins are used to recruit more to the cause, be they more soldiers to fling, the Captain, to fling with doubled effects, or Robbers, who chill on Roofs and burgle a Diamond a turn. Diamonds are one of the victory conditions; your other option is to build all tiers of the Totem without your opponents knocking it down. (The Totem also sits on a rooftop, and costs Coins to build.)

The actual catapulting is a mix of accuracy and speed – you want to land in specific Rooms, certainly, but you also want to launch all your Goblins! Everyone starts this step at the same time, and continue at their own pace until all but one player have called out “Finished!” The last player then gets one more launch.

Alongside resource Rooms, there are a couple that have penalties, and several that simply have effects. Whether they’re good or bad depends entirely on what you were looking for! They are not, however, optional. If you land in the Pantry and you have two Coins, you must trade them for two Diamonds.

The “honeypot” of the arrangement is the King’s Bedchambers, which give you three Diamonds for landing there. If you gained the Balcony by knocking the King off it (not visible in my pictures, as the King has already been displaced and given his consolation prize of a lower Roof; at the beginning of the game, the Balcony balances over the top of his Bedchambers) you get five instead! Knocking the King down from his lower Roof will also gain you the Balcony, later in the game, but now you’re just bullying the poor guy.

If you’re not familiar with the serotonin rush of flinging little game pieces at the board for points, I highly recommend it. Good for the soul. Try not to hit the other players, though!

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A Day At The Fair

Scarf-N-Barf is a vomit-humored game from Steve Jackson Games, and both very simple and very quick. It’s exactly what it says on the tin; you’re going to (in card game manner, thankfully) eat lots of junk food, then go on crazy rides and try not to hurl.

For breakfast, lunch, and dinner each – you’ve spent all day doing this, vomit not deterring you – you’ll pick three of the six cards you’ve been dealt, representing the food you eat. Some of these sound really good: Cheese Curds! Some do not, like the Chowder Pop. All foods have a color-number combo associated with them; the more points its worth, the more of these criteria they have. After everyone has picked their meals, three Rides are dealt (with names like “Tilt-A-Hurl” and “Hork-A-Tron”) which all players will suffer together. One Ride at a time, the corresponding color dice will be rolled, and any food items that match both the color of the die and the number rolled are lost; you throw up straight into the discard. Any foods that survive all three Rides are successfully digested. At the end of the day, the player who’s retained the highest point value wins!

This is one of those games that’s about luck in a variety of ways. The cards you’re given. The dice indicated by the Ride cards. The way you actually roll. Doubles on your cards are a pain; doubles on your dice are a gift. There are several ways to strategize and none of them are guaranteed to work. The chaos is palpable. And your actual stomach’s contents are safe, unless the concept (or the cards) makes you queasy.

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Detective Holmes… the Cat

That’s right! The cat, the myth, the legend: Purrrlock Holmes! Purrrlock Holmes: Furriarty’s Trail is, you’ll surely have deduced, a deductive reasoning game. The goal is to work together to catch Furriarty before he can escape London, while simultaneously competing to be the best Inspector!

It comes down to a lot of smaller cases, like pulling threads. Each player has an Investigation, stood facing away from them so only their opponents can see. This card, like all the rest, features one of five characters, and one of twelve times. The goal is to guess one or both correctly. Not without evidence, of course! Each turn, you’ll Investigate two cards from your hand, revealing them to the other players, who will tell you if each is a Lead or Dead End. A Lead is a card that has the same Suspect, same Hour, or an adjacent Hour to your Investigation. You also draw and Investigate two cards when you draw a new Investigation, so you always have something to work with!

You may guess once per turn; if you’re right, you take tokens from Furriarty’s trail equal to the aspects you deduced and place them on the Investigation, discarding the Leads and Dead Ends. Note that if you guess both, you must get both right; otherwise, you’re incorrect, and your opponents are disallowed to tell you why. If you guess incorrectly, the Investigation stays open, and you draw no cards this turn. Usually, you end your turn by passing your two remaining cards, then drawing two new ones; instead, you’ll have no choice but to Investigate the cards you’re given next turn. This isn’t always the worst thing – I’ve found that if you’re down to two times and you know the suspect, or vice versa, it’s often worth taking the guess and, if necessary, taking next turn’s guess before you Investigate.

The goal, ultimately, is to catch Furriarty, who functions like a token and moves one spot forward each time everyone’s had a turn, revealing the token he passed. Furriarty is worth three points, while the other tokens range from one to three. Once closing an Investigation snags him, the game is over, and whoever has the most points is Scotland Pound Chief Inspector! If Furriarty reaches the end of the trail, though, and one last round isn’t enough to catch up, Furriarty escapes, everyone loses, and the player with the least points is… Litter Box Inspector. *shudder*

The timing is well-balanced, so it tends to be pretty close. You can call on Holmes for help, once per game, to take an extra guess and a one point penalty. Absolutely worth it, to not get stuck on box duty. And to catch that crook!

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Ready to Throw a Meeple Party?

Meeple Party is, in fact, a game in which Meeple throw a party. Who knew? Better yet, it’s cooperative, so you’re all throwing a party together! As parties generally should be.

There are, by default, five Roommates throwing the party. Players each pick one to play and the rest are NPCs. All players can move all Roommates, just like they can move all guests, but certain Surprises will give or take Stress from specific Roommates, which is the only time your specific character matters. The backs of the character tiles double as rooms – those rooms specifically are optional, but there are a certain set required in the house, namely a Kitchen, Living Room, Dining Room, Bathroom, Bedroom, Door, and Outside. Rooms are arranged however the players want.

Each Roommate’s turn starts by welcoming a new Meeple to the party. This means drawing one out of a bag, and then placing them in a room of your choice and activating their effect – each color of Meeple is a different personality type, with can draw Meeple toward them or push them away. The exception is the white Meeple, which cause a Surprise and then disappear back into the bag, to cause more later! In the photo below, we drew The Conga Line as our Surprise – it moves all Meeple in the room with the most to the room with the least, which is how we wound up with five in the Bathroom. You then move a Meeple of your choice to an adjacent room and activate their effect. The goal is meet your Photo criteria!

We’ll get to Photos, but first – Disasters. The difficulty level you chose at the beginning of the game will determine whether you get individual or communal Disasters, or both! Disasters list criteria you must not meet, lest you gain Stress. If all players get three Stress, the party ends prematurely because you blew up and kicked everyone out. If you have individual Disasters, they only trigger on your turn.

After that, you get to check for Photo opportunities! Everyone has two Photos in hand that they’re trying to take, with either a minimum or exact requirement. Sometimes these clash painfully with Disasters, like when I needed exactly one Flirt and one Jerk in a Bathroom, and also couldn’t have Jerks and Flirts in the same room without incurring Stress.

The good news is, 3, 6, 9, and 12 o’clock on the Clock refresh Disasters! The Clock activates after you check for Photos, and after you move it up one space per Photo you completed this turn. There are a few different effects, some more inconvenient than others. (*cough* laying down Meeple *cough*) (Laying down Meeple can’t be moved until you’ve taken a turn to stand them back up. They’re napping, sick, etc.) You then replace any Photos or Disasters you triggered this turn.

The length of the party is also determined at the beginning of the game; in the (out-of-game) photos, we were playing Casual, or a 12-Photo goal. The objective is to reach the end of the party without completely stressing out!

This one has a colorful and entertaining realism (which is not a word I thought I’d assign to Meeple) and the mix of cards, chosen room arrangements, chosen difficulties (in multiple ways), and optional items and pets (each with their own mechanics) all combine to give Meeple Party a whole lot of replay value! We haven’t played the alternate game modes yet, but I look forward to trying the Hot Tub Party, where you aim to get as many Meeple into the Hot Tub before stressing out.

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Ready to Stack Some Penguins?

There’s a kids game with exactly that premise: Penguin! Yep, just Penguin. And it’s easy to learn, as evidenced by the single double-sided sheet of rules.

The even shorter version? Players blindly draw penguins and hide them behind their screen, so only they can see. Everyone takes turns placing a single penguin in play, either next to one that’s already there, or balanced between two, matching the color of at least one of them. Usually the bottom row has a max of eight penguins, but we were playing two-player, so it was seven. A player is out when they can’t play another figure. The round is over when everyone is out.

Now, you’ve heard of highest score, you’ve heard of lowest score, but get ready for: least negative score! That’s right, players score penalties for each penguin they couldn’t place. They also incur a hefty penalty if they knock over the iceberg, but since we were making full use of the wings (slots for the base of penguins above, holding them steady) we didn’t exactly have that problem.

Play until you’ve had as many rounds as you have players, and then award whomever has the least penalties “Monarch of Penguin Stacking”! (That’s not an official part of the game, but you could.)

This one’s really simple, so it may be under-stimulating for an all-adult group, but I imagine it’s good for little ones, and especially for encouraging them to be gentle with piece placement. That, and there is a little strategy in the form of cutting off different color paths, or trying not to.

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Time to Go on a Greed Quest!

Sometimes you’re going through the game cabinet, and you realize only one member of the household actually remembers a game (that came out before the other one was born). So, naturally, you have to play it again! For us, (this time,) that game was Greed Quest.

Greed Quest is a competitive dungeon crawl put out by Steve Jackson Games way back in 2004. The overarching mechanics are fairly simple: everyone starts in the first room, going the same way, with their own deck of cards, of which they’ll each play one simultaneously every round. Easy. And somehow still so much chaos.

First off, each of the 12 rooms has a special effect, ranging from the relatively benign (“You may choose whether to keep or discard the first card you draw each turn,” or the one room without an effect) to the challenging – like the room where you can’t draw to refill your hand, and if you can’t get out before your hand empties, you move forward anyways but lose your next turn. Secondly, the cards themselves. Even simple movement is… less simple. Go! cards are a competition, with only the highest value played actually granting movement. Unless someone else played The Meek Shall Inherit, in which case whoever played the lowest value Go! card moves. Note that cards like this don’t directly benefit you, since you’re only playing one card per turn. They just mess with everyone else. I am shocked, shocked I tell you, that this game comes from the same company as Munchkin.

Third, once you reach The Horde! at the end of the path, you then have to turn around and make it back to the beginning! Which means those cards that grant movement based on where other players are get nice and tricky. Like the Odd Reversal in the photo – “If the winning Go! card is odd, trade rooms with that player after he moves.” The friend who ultimately won this game won because they – previously in room nine, when we were all on the return – swapped places with someone in room three! And as they made it back to room one, the person they’d booted to room nine swapped with someone else in room three. Oh, and room nine is the one where the deck picks your card for you! In short, it’s very much one of those “no lead guarantees victory” games. Chaotic from start to finish!

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Come to the Arboretum!

Arboretum is a gorgeous tree-based strategy game that I tried at a friend’s house this week… and completely forgot to take pictures of. Whoops. The basis of the game is that you’re building an arboretum and, eventually, scoring your trees. Or rather… some of them.

Each player starts with seven cards in hand, which will be a constant. On your turn, you’ll draw two cards, play one, and discard another. Each player has their own face-up discard pile, which is important because cards can be drawn from the top of the deck, but also the top of any discard!

Except for your first card, everything played has to be orthogonally adjacent to a tree already in your arboretum. Everyone has their own, so your played cards don’t directly affect each other, but may affect what cards you choose to pick up. More on that later. The goal, ultimately, is to make paths. A path is any set of trees of ascending value that start and end with the same species. (So long as you can draw a line between them, it can be as twisty as you want.) The trees in the middle can be something else, and they can skip numbers, but you get a bonus point for paths that start with a 1, and two for paths that end with an 8! You also get extra points if your path is at least 4 trees long and all the same species.

Your strategy, then, may be informed by what other players are playing, to block advantageous moves. However. There’s another element to scoring. Only one player has the right to score each species! Who is determined by the cards in your hand when the deck runs out. Whoever has the highest sum value of that species in their hand gets to score it – ties are friendly, and if nobody has it then everyone can score. This means you might pick up other players’ favored trees, to prevent them from scoring, but you also need enough of your best types in hand to actually reap the benefits of your work.

Between the spatial logic, planning ahead, ever-shifting discard selection, and scoring intricacies, Arboretum is a deceptively challenging mental exercise hidden behind calming, beautiful art.

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Globle: Capitals

I discovered Globle: Capitals when I was writing my post on Metazooa and Metaflora a few weeks back, and it immediately joined my regular rotation.

Capitals has, unsurprisingly, the same basic mechanics as the original Globle (post with those here), with two changes. One, you’re deducing national capitals instead of the nations themselves. Assuming the average person knows more countries than countries’ capitals, this is inherently the harder game. The second difference makes it a bit easier; an arc appears between each guess and the previous, and like the capitals themselves, the arc is color-coded! This is especially useful if the correct answer falls somewhere between your entries.

Unsurprisingly, I like Capitals for the same reasons I like Globle (and Metazooa, and Metaflora). It’s a low-pressure deduction game that teaches me more about the world every day! And this world is such a fascinating place.

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Metazooa & Metaflora

I’ve mentioned the game Globle before – a sort of Wordle offshoot centered around geography. I recently discovered that the same group behind Globle, Trainwreck Labs, also had an animal game! That game is Metazooa.

My favorite part of Metazooa is that each wrong answer gives you the common order, class, etc. that your answer and the correct one share, so each guess fills out a sort of family tree. From a game perspective, it’s useful to extrapolate what this isn’t more closely related to; from an aesthetic perspective, it looks cool; and from a life perspective, I’m garnering a much more detailed understanding of the animal kingdom than I knew before.

And the same is true for plants! Metazooa has a sibling game, called Metaflora, which is similarly fascinating. As it’s harder (for people who don’t study plants), Metaflora gives you 25 guesses, while Metazooa gives you 20. In both games, you can trade three guesses for a hint: the next taxonomic rank down. They also have practice games if the one plant/animal daily isn’t enough for you!

I’m clearly fond of both of these; if you love these branches of science, or just want to understand them better, then this is probably the fun, educational game for you.

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Heartcatchers

Heartcatchers is a quick to play, two-player bluffing game, in which hearts catch other hearts and collect Secrets. It’s also extremely quick to learn!

The game starts with six face-up heart cards in two rows of three, three cards in each player’s hand, and the rest set aside as a draw pile. On a player’s turn, they may “catch” a stack in front on them – red hearts catch green, green hearts catch blue, and blue hearts catch red – by playing the correct color of heart face-up on top of it, catch an opponent’s stack and swap it for any one of their own, or play a card as a Secret, face-down at the bottom of a stack and perpendicular to those that are face-up. There are also two Uncatchable cards, which can catch any color but cannot be caught! Players draw after playing.

The game continues until all cards have been played, which doesn’t take long, seeing as there are only twenty. Then, scoring! Any face-up cards in a player’s stack are worth one point. Some cards, when played as Secrets, may add or subtract points, or swap the stack with the one directly across from it. We’ve played this game twice so far, and both times we hit a “reverse, reverse!” situation where a stack had two Change-of-Heart cards under it.

And… that’s it! Whoever has the most points wins, and if there’s a tie then the game’s so short you just play it again. Alongside being quick, pretty (look at those sparkles), and simple yet tricky, it’s also a compact game, so it’s easy to find room on your shelves for! Ours are pretty packed, so “this game is small” is a major bonus.

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