Don’t Talk to Strangers

The third and final game from the trio that includes Let’s Dig For Treasure and Let’s Summon Demons, Don’t Talk to Strangers is the only one that’s founded on particularly good advice– that is, don’t get abducted by aliens.

In this game, each player is responsible for a set of children. If at the beginning of your turn, none of your kids are outside, you place one in the school, from where they will be trying to reach some safe spot. The board has several of these, like homes and pools, though some have more available space than others. To reach these locations, players will play one movement card per turn (ex: Run, which lets you move two spaces). Some of these make use of either city buses or school buses, with stops indicated on the board.

After you’ve moved, you’ll draw a card; if it’s a Stranger Sighting, it gets played immediately, and you choose a Stranger Space on the board to place an alien. Any child on that space when the stranger is placed is automatically abducted (removed from the game), and unless a card says otherwise (i.e. Heroic Dog) kids cannot move through that space. If you drawn an abduction card, choose a kid on the board (doesn’t have to be yours) and flip the flying saucer token like a coin. If it lands saucer side up, the kid gets abducted. This includes kids in “safe” spots. So, you know, it’s not so much that they’re safe as that they’re scoring points while they hide for their lives.

What do I mean? Well, each safe space has a point value associated with it, so the actual goal is to get your kids into high value spots — but if you get too greedy, you risk an abduction toppling your lead, which is your incentive to save many and save often! Some safe spaces also have additional effects, such as the library, which lets you have +1 cards in hand (base is 3), or the parks, which let you have an additional kid in play at a given time — effectively, this means you don’t have to wait for your current one to be safe before placing the next.

The game ends when all the Strangers are placed, and whoever has the most points wins; that said, I’ve never actually done that part, because there’s also a card that has the potential to end the game.

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Munchkin – The Basics

I just recently realized, despite the several different variations of Munchkin explored on this blog (Legends, Oz, Nightmare Before Christmas, and Shakespeare) I’ve never properly covered the basic mechanics here. So guess what we’re talking about this week!

There are two decks: Door cards and Treasure. Officially, every player starts with two cards from each, but we usually play the quick start, which is 4. Door cards come in a lot of variety, namely monsters (which you fight), curses, single use combat modifiers, races and classes (ex: elf, thief), and some miscellaneous cards that let you ignore certain rules, such as Super Munchkin, which lets you have 2 classes.

Treasure cards are either Go Up A Level cards (you’ll need some sort of token to keep track) or items, which can be subdivided into equipment and one-shots. Equipment are things that provide combat bonuses for as long as you have them equipped, such as Scary False Teeth (+1 bonus) or the Boots of Butt-Kicking (+2 bonus). There are certain limitations, of course, such as you can only hold 2 hands’ worth of weaponry at a time. Some of these are also limited by sex, race, or class. For instance, the Hammer of Kneecapping (+4 bonus) is usable only by dwarves, and the Very Holy Book (+3 bonus) can only be used by clerics. Can’t use an item you have? Don’t worry! You can play it tapped sideways, which doesn’t give you the bonus, true, but it also doesn’t count towards the hand limit. This goes for the one-shot items, too, which is the difference between single use Door cards and single use Treasure cards – since items all have some value listed, they can be tapped; they can also be sold for 1 level every 1000 gold, no change if you go over.

Your actual turn looks like this: first, if you have cards you’d like to play before starting your turn proper, now is the time to do so. You don’t want to walk into a potential combat underequipped. Next, you kick open the door, flipping the top card of the door deck face-up. If it’s a monster, you fight it (we’ll come back to that), if it’s a curse, you take the penalties as written on the card, and if it’s pretty much anything else, you read the card out loud to the table (we may be backstabbing munchkins, but we’re courteous backstabbing munchkins) and then put it in your hand to be played when you so choose. Finally, if you didn’t fight a monster this turn, you have a choice: loot the room, or look for trouble. If you loot the room, you draw the top card of the Door deck — face down this time — and proceed to the “avoiding charity” part of gameplay; to look for trouble, you play a monster from your hand and fight it.

“Why would you voluntarily go looking for trouble?” you might ask. For two good reasons, my friends: 1, defeated monsters leave treasure behind! We do crazy things for treasure. And 2, you go up a level each time you defeat a monster. Not only is the goal of the game to reach level 10 first, but that last level can only be achieved through combat, and sometimes the deck is taking too long to bring that about by itself. “Ah, ok, treasure and levels, that seems reasonable,” you say, “So how does combat work?” I’m glad that you asked. Each monster has a level from 1-20, sometimes with extra rules depending on the opponent. I.e. Filthy Geats are usually a Level 11, but are at a -3 against Bards. For you to win the combat, the sum of your level and all your various combat bonuses must be higher than the monster’s total level; monsters win ties unless your class is Warrior. At this point, all players, yourself included, are free to play additional modifiers that affect the combat, on either the player or the monster as indicated by the cards they’re using. If you suddenly find yourself losing a fight, ask for help! You’re allowed to recruit one other player to your fight by offering them treasure. If they agree, their total combat strength is now added to your own.

If you can’t feasibly win a combat, either because you drew a level 20 on your first door-kicking of the game or because your friends really don’t want you to win this one, you have to roll to run away. With a 5 or a 6, you succeed, and escape unscathed but without treasure or level rewards; if you fail, you suffer the Bad Stuff as outlined on each monster’s card. Hopefully you just lose a level. (If it kills you, that doesn’t mean you’re out of the game! …it just means you lose all your cards and items, except your race and class. Ouch.) If, on the other hand, you win the combat, congratulations! Go up a level, draw the specified number of Treasure cards — straight into your hand if you fought alone, or face up if you won with help, and divvy up the loot as agreed.

I mentioned “avoiding charity” — at the end of your turn, if you have more than 5 cards in hand, you have to give the excess to the lowest level player at the table (split as evenly as possible if there’s a tie) or discard some if you are the lowest level player. As such, there’s a certain frantic rush to play or tap as many cards as possible.

And that’s the basics of Munchkin! Like I described it in the Munchkin Legends post: kick open the door, fight a monster, loot the room and stab your best buddy in the back.

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Hear My Battle Cry

Have you ever wondered how battles from the American Civil War might have gone differently, were you in command? No? Well, that is a sort of specific thing to wonder. But if you’re wondering now, try the game Battle Cry!

Battle Cry has a number of battles you can play, setting up the board with appropriate troop starting places and terrain tiles for each. The terrains all have slightly different effects — if you move into the woods, for example, that unit can’t battle or move further that turn, but anyone attacking a unit in the woods gets 1 less battle die to attack with.

What are battle dice? Well, let me back up and explain the units, first. There’s infantry, which can move one space per turn and battle; cavalry, which can move three spaces per turn and battle; and artillery, which can move one space per turn or battle. There’s also generals, who can attach themselves to a unit to give the unit an extra battle die when attacking.

So… what are battle dice? Well, when a unit attacks, you roll battle dice to determine how many enemy pieces they hit. Each die has five symbols — infantry, cavalry, artillery, crossed swords, and a flag, with infantry appearing twice. For each roll that matches the enemy unit, you remove one piece. Crossed swords counts as a wild die, and a flag forces the enemy unit to retreat one space back towards their side of the board (or be eliminated, if they have nowhere to run). The amount of dice you roll on an attack is determined by what kind of unit you’re attacking with, and how far away the target is. Cavalry have three battle dice, but can only attack from an adjacent hex. Infantry and artillery have longer ranges, four and five respectively, but decrease in battle dice the further away the enemy is. So, for example, if I used an infantry unit to attack a cavalry unit adjacent to them, I’d get to roll four dice — if, however, the cavalry I was attacking were three hexes away, I’d only get to roll two. The target also has to be within line of sight, which means that a straight line between the centers of the two hexes must be unobstructed by any other units or terrain that would impede it (hills, for example).

The units you can move/battle with (order) on a given turn are determined by cards. How many cards you have in hand depends on the map you’re playing, but in every case you play first, resolve, and then draw at the end of your turn. Cards can have fairly small effects, like “order 1 unit or general on the left flank” (the board is split into two flanks and the center), or significantly larger movements, like how Mom opened our last two games: All Out Assault, which lets you order every unit you have. Yeah, sweet initial draw, right? For the record, I still won the second of those games.

You win the game by being the first player to capture six flags — each unit has one, as does each general, and it’s the last piece of the unit to fall.

Battle Cry is a fun two-player game, balancing the strategy of battle with the luck of the draw and the dice, and providing an accompanying history lesson for each map you play.

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Burn In Hell

No, no, I’m not being rude or mean, and I’m not shouting at anyone today, I promise. That’s just the name of the game! That’s right, Burn In Hell is an actual game, and it’s loads of fun!

In Burn In Hell, you’re Demon princes (or princesses) fighting over the souls in the “Permanent Pitchfork Party.” The deck is made up of notable souls from throughout history — dictators, tycoons, serial killers, etc. Each card has their name (of course), an illustration, a biography (on the back), and actual mechanics-relevant material. These include their special ability, if applicable, and a number of categories: the value of the card, the “tags” (dictator, tycoon, serial killer, etc.), and however many of the Seven Deadly Sins apply.

It is with these traits that you match up groups, “Circles,” of four or more souls to score points. The mechanics for getting there are complicated, involving roundly sacrifices to the Pit, trading with the Pit, trading with other players, burning souls, and incredibly complicated multi-trade maneuvers, but basically, you’re trying to get groups of cards that either all share at least one trait (bonus points for more) or represent the Seven Deadly Sins, one each. The value of the cards involved, combined with the combo bonuses, along with any special pairings (some people who had met in life give you extra points if they end up in circles together) are added to your score.

While it’s important to make Circles wisely, you also need to make them quickly — the value of the cards sacrificed to the Pit each turn determine how much colder Hell gets, and the game ends when Hell freezes over. If you don’t watch the temperature, you could end up losing by a turn to your mother, and having to listen to her bemoan the irony in her winning score of 665.

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Chrononauts — But Bigger

I’ve already written about Chrononauts — a fun game of time travel, artifact collection, and screwing with timelines. But now, I’d like to introduce you to ÜberChrononauts: the ambitious combination of original Chrononauts with its prequel, Early American Chrononauts. In other words, twice the timeline, twice the cards, twice the chaos!

So what’s different? Well, besides having mixed both decks for fun variety, the end of the game is a bit different. In either game on its own, you win by completing your (one) mission, returning to the timeline of your (one) ID, or getting ten cards in hand. In ÜberChrononauts, you need to complete one of your (two) missions, one of your (two) IDs, and get ten cards in hand. Not all at once, of course, once you’ve completed one of those objectives you mark it as complete, without worrying about keeping the criteria for it intact. That would be even more confusing. Yikes. Also, rather than 13 paradoxes blowing up the universe, those 13 have to be in four consecutive rows.

Worried about sorting the two decks back out once it’s over? Don’t be! While the backs of the cards are the same, all of the Early American cards (except the timeline) have a little star in one of the top corners. The timeline is set off by, rather than the original’s coordinates of A-D, having designations of W, X, Y, and Z, allowing the few intermixed dates in the middle of the map to be returned to their own decks with no hassle.

All in all, it’s a longer, more complicated version of a brilliantly fun game. So, if you’ve got the time and the dedication to your many missions, play some ÜberChrononauts for some ÜberChaos!

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We’re On Tour!

Now, wait, don’t get too excited, I’m not actually going on tour. Rather, I’m talking about a game called On Tour, in which you’re musicians trying to plan a tour to hit as many states as you can. It’s like 10 Days In The USA, right? Well, no.

On Tour board game with most of the locations filled in

For starters, it’s played on an erasable board with dry erase markers, but that’s not all. You see, in On Tour, you can only go to adjacent states in a given move. You’re also not going to only ten states, you’re going to as many as you can. And where you’re going isn’t based off of the color on the board, nor on adjacency alone, it’s also based on numbers. “What have numbers got to do with this,” you ask? Let me explain.

Each round, you flip over three state cards, and roll a pair of dice. You’ll get two numbers from the dice, once with the first die in the tens digit and the second in the ones, and one vice versa. For instance, if you roll a 2 and a 6, one of your numbers will be 26, and one will be 62. You then put each number in a state within at least one of the regions of the flipped cards, or, if you roll doubles, you put a star on one state in the available regions instead, which serves as a wild number. You can circle the number/star if you put it in one of the states you flipped, and not just the region. Eventually, every state will have a number or a star.

When finalizing the tour route, you can only go to a state of equal or greater numerical value to the one before it, so the game is a challenge of lining up the numbers in a manner that allows the most states without spreading them out so far that a stray number blocks the path. You also get bonus points for each circled state you visit, so try to incorporate as many of those as you can!

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Welcome To Catan!

I’ve mentioned Kids of Catan before, but it was recently brought to my attention that I haven’t spoken about Settlers yet. Settlers of Catan is a game of resource collection, building, trading, and, of course, backstabbing.

Settlers of Catan board game

Each person starts with a settlement and a road. The settlement is at the intersection of three hexagonal tiles, each with resources on them. There are five resources – ore, lumber, wheat, brick, and sheep. There’s also the desert, which people avoid starting adjacent to because it has no practical purpose to neighbor. Each resource tile has a number on it. When that number is rolled, every settlement adjacent to any tile with that number gets the resource specified on that tile.

Resources can be used for many things, namely, building. Building roads, building settlements, building cities…. They can also be used to trade for things you do want, either with other players or with the bank, though usually the deal is better with people. You can also trade them for development cards, which have various perks.

There’s one special number that has only one tile it is present on, and that number is seven. Seven is on the desert. “Why would seven be on the desert?” you ask, “You said the desert is useless.” Yes, yes it is, but it’s resource isn’t. When you roll a seven, you get the robber. Instead of everyone getting something useful, you get to take something useful by placing the robber on a tile and stealing one random card from one player that neighbors that resource. That resource is also blocked, so until the robber is moved again no resources will come out of that tile, even if it’s rolled. I may have gotten in trouble once for blocking a tile that all three of my opponents had settlements near, which proceeded to be rolled by each of the three of them, in turn, before the dice got back to me and I rolled another seven. Whoops.

In the end, the game comes down to who gets the most stuff fastest. Settlements, cities, longest road, largest army, extra point cards… you get the idea. If you’d like to read a comedy piece pointing out the logical flaws of Catan, click here. It mentions some more complicated processes, like Universities, which are from the expansions that I don’t think I’ve played, hence I haven’t mentioned them here.

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Throwing Killer Baby Dinos!

Well, okay, that’s an unlikely result. But it’s what the friends who introduced us to Evo called it. What is Evo, you ask, besides throwing killer baby dinosaurs? Well, it’s a game of dinosaurs trying to survive and reproduce, in an ever-changing climate with new mutations to match, and the unlivable temperatures of each area necessitating migration, and sometimes a fight, to be able to reproduce, and hopefully survive the “survival phase” better known as the “death phase.”

Evo board game

There are a lot of fun parts to this game, but by far my favorite is the mutation phase, because of all the options. What happens with the climate phase, which comes first, is a new climate is arranged, determining which spots are hot, which are cold, which are instant death, and which are safe. Mutations make it easier to survive with a number of possibilities, like an extra pair of legs for more movement, fur to protect from cold, thermal regulation to protect from heat, extra babies to, well, get extra babies… and the special mutations.

Special mutations are a real treat. I honestly haven’t seen most of them, but there are special mutations for increased attack, increased defense, a ton of other awesome things I don’t remember, and the two from which this game got its nickname, Throwing Killer Baby Dinos. The first is called Hard Shelled, which allows the baby dino to be one space away from the parent, as opposed to next to it (usually babies are born in the tile adjacent to their parent). The other, while I don’t know its official name, is, in essence, Killer Baby Dinos, stating that the baby can be born into a space with an enemy dinosaur. Presumably, a fight ensues, though we didn’t actually get that tile during our round. While getting both special mutations to throw Killer Baby Dinos is unlikely, it’s a fun concept!

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Escape Rooms! …Digitally?

Yeah, you read that right. So, as far as I know, I’ve never done a real escape room. I have, however, done plenty of these online ones! A while back I stumbled upon HoodaMath (probably thanks to school friends, but no guarantees on that) and consecutively their entire Escape Games page. My cousins and I obsessed a bit, all three of us hovering around the screen and binge playing them together.

I’m not really going to be comparing this to real escape rooms, since, as I already mentioned, I haven’t really done those. Hence, these will be judged by their own merit and someone else can do a comparison.

There’s always a little bit of plot. Let me start there, because… well, the game starts there. They aren’t just throwing you into the situation; they have a blurb at the beginning explaining why you are where you are and usually some reason for why you can’t get out. You got lost, you stayed too late and the gates are now closed, etc. Not always realistic, but not all of the games are either. Hence, Escape with Hansel and Gretel.

The rest of the game is running around using the green room movement arrows and clicking on things to find clues, helpful objects, and locks of various types that need opening with your smarts and the clues you’ve found (or haven’t yet). They have an impressive variety of things to do and find, and despite the kids’ game animations they’re still difficult for me. In other words, fun!

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Eat This!!!

Or, really, please, please don’t. We need that. You know, for the rest of the game. And hopefully the many to come after. Because throwing burritos at your friends is too much fun to pass up.

Throw Throw Burrito items - 2 squishy burritos, a stack of Burrito Bruises, and a Fear Me token

Yes, you read that right. Throwing burritos. Yes, I’m serious. No, are you crazy? Of course they’re not real burritos! Do you know how much of a mess that would make?

Throw Throw Burrito is a fun speed game that involves collecting sets of crazy cards, and sometimes throwing fake burritos at your friends, in a variety of ways. You can duel with one other (like a good old Western back-to-back, walk, turn and draw), battle between just two, or have an all-out war, giving someone else (hopefully) a Burrito Bruise!

But that’s only if you get three cards of that type and color. Otherwise, you’re collecting other types of cards in groups of three, looking to gain points to become the Burrito Master, to be feared by all. There are no turns, just drawing from your deck and discarding on top of someone else’s, and occasionally drawing from the pool decks. So, you know, points for points and burritos because… throwing stress burritos at people is lots of fun? I mean look at those! They’re adorable and squishy and so much fun to peg Mom with. Repeatedly.

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