Category Archives: Adult Games

Werewolves of Miller’s Hollow

I finished my last game of The Werewolves of Millers Hollow (999 Games, 2001) less than 10 hours ago, and I can’t really wait to tell you about it! This is such a unique game, and the interaction is so interesting, that I’m a little embarrassed and ashamed that I waited so long to play it! (And I call myself a game lover – bah!)

In this game, players (except for the “Moderator”) play the part of simple townsfolk – but some of them are werewolves and wake up at night to kill an innocent victim, and then arise in the morning among the rest of the townsfolk. The townsfolk then all try to decide who among them might be a werewolf, and the player chosen is lynched! Of course, that player may end up being a werewolf, or an innocent victim. Eventually, there are only werewolves or townsfolk left, and they have won the game.

The key to The Werewolves of Millers Hollow is that players do not know the actual identity of any of the other players (per cards, above), and when nighttime falls, all players close their eyes as if asleep, only “waking” when they have a role to play. There are only a few werewolves – up to four – per game, but they are the only ones who know who they are, and when they mingle with the rest of the townsfolk during they day they must avoid being found out.

So the game starts when the moderator, whose job it is to run the game and communicate decisions among the players without giving away identities, deals a card to each player. That card becomes that player’s identity (see below). Ordinary Townsfolk simply close their eyes during the night phase, and open them when night is over, and then help try to determine who might be a werewolf during the day. The Werewolves act like townsfolk, but during the night phase they, at the moderator’s cue, open their eyes and communicate silently to decide on a victim. The moderator then silently taps the victim to let them know they were killed by the werewolves, and the werewolves close their eyes again. When the moderator announces morning time, everyone except the victim opens their eyes, and the victim’s identity is revealed.

When the day begins, all players (including the werewolves, who are acting like regular townsfolk) debate and choose by vote which other player is a werewolf. That unlucky player is “lynched” and then their identity is revealed (By the way, when players are “killed” they are out of the game, and may not participate…but it is still a lot of fun to watch!). The (optional) sheriff card can go to any player, by vote of all players at the beginning of the game, and that role confers on them two votes when deciding who is a werewolf. That can be particularly bad if a werewolf ends up becoming elected sheriff, because as the number of players dwindle, those two votes are increasingly powerful!

If a player is not a werewolf, they are a townsfolk (but the sheriff can be either). The townsfolk may be ordinary, or they may have a special role. The Fortune Teller (above) wakes up first after all the town has gone to sleep, and they get to “peek” at another player’s identity. It is up to them, after that, how to use the information.

More special townsfolk cards are below. The Little Girl has the option of opening her eyes while the werewolves are awake, to peek at them – however, if she is caught peeking at them then she will automatically become the next victim! The witch has two potions, one for healing (bringing back one dead person) and one poison (for eliminating one person); the witch wakes up after the werewolves have killed and gone back to sleep, and she determines whether to use her healing or poison potion that night, or not. She may use each only once, and they may be used on herself.

At the beginning of the game, the Thief may opt to remain a regular townsfolk, or they may choose one of two remaining cards from the deal. The Hunter, when killed, gets one shot at one player, taking that player with him. Cupido gets to play matchmaker – any two players of Cupido’s choice become instantly in love and MUST protect the interests of their loved one. If one of the lovers dies, the other must follow (by taking their own life!).

And so goes The Werewolves of Millers Hollow. The game is so exquisitely interesting because each person has information to share and an identity to hide at the same time, and they do not know who is who. It’s a game of guesses (usually wrong on my part – lol!), suspicion, hunches, and luck. It takes about 20 minutes or so (depending on how many are playing) to play a single game, but as I said earlier it is very easy to play many games in a row. In fact it’s hard not to.

I absolutely recommend this game to any group of people gathering just about anywhere. It would even be great for more formal gatherings where there is a need for an ice breaker or a team-building type exercise. I can envision modifications to make it even better for something along those lines. That said, it is also perfect for later nights, when the more raucous games, or the more serious games, are over and there are enough people left behind to make it work.

There is an expansion of The Werewolves of Millers Hollow called “New Moon,” and a re-implementation called The Village (that is, it’s a newer version of the original with added features); see pictures below. I have yet to try these, but you know they are high on my list!

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Ticket to Ride

Railroad games are just plain fun. There have been a number of them published, and some have enjoyed a cult-like status for a number of years (see my review of Empire Builder, for example). But none have been as popular as Ticket to Ride (Days of Wonder, 2004), which has been on the short list of best games since it came out. It is considered one of a few “gateway” games – that is, a mildly complex game that is so very fun and addictive that “new” gamers will want to try other, more complex games.

The Ticket to Ride board is a map (the original version is the USA, but there are a number of other versions available) denoting major cities, interconnected with train routes of various colors. There are two stacks of cards: Destination cards depict two cities (which players would need to connect with a continuous train route) as well as a point value for connecting them (see below); Ticket cards depict a train car of a certain color, which corresponds to certain routes on the map board – or they might be multi-color “wild” cards (farther below!).

Players each have a stack of 45 trains in their own color,and they start the game with five ticket cards. They draw three destination cards and can keep either two or three of them – but the ones they keep are routes that they must complete with continuous tracks of their own color. If the routes are completed, the player gets the points; if they are not completed by the end of the game, the player loses those points.

The game consists of players taking turns drawing new tickets, drawing new destinations, or placing train routes. In order to place a train route, a player must have enough of the correctly colored tickets, and turn them in. A multi-color wild card is good for any color ticket. Each route is a certain color, or gray, and a certain number of train links long. For example, El Paso to Houston is six links long, and green, so a player would have to accumulate a combination of six green or wild cards and then turn them in – then he or she would be able to put six of their own color trains on those six links. Note that some routes are double wide, so two different players can occupy parallel tracks between the same destinations.

Points are scored throughout the game by placing routes – and the value of the routes increases non-linearly, so that one track piece earns you one point, but 6 track pieces earns you 20 points. Points are also awarded at the end of the game. Players who achieved their destination goals are awarded the corresponding number of points (more points for longer tracks), and those who failed to do so are penalized the same number of points.

During a game of Ticket to Ride, 5 cards available to be drawn are kept face up, and on a turn a player may draw two of the visible cards, unless it is a wild card, in which case it is the only card that can be drawn. If there are no colors the player wants, he or she can draw from a face-down pile once or twice (they can also draw one card here, and the next from the face up stack, again with the exception of the wild card. A player might also draw more Destination cards in an effort to bulk up their score. This mechanism of a constantly changing card availability makes the game more exciting than if they had been face down, plus it gives the alert player information about the plans of his or her opponents.

While it is “another train game,” this is one train game that has gotten a lot of people hooked. It’s complex enough to be rewarding, but simple enough to learn in 5 minutes. I recommend it for any map or train game enthusiast, of for any gamer who wants to expand their social gaming circle. It is good for families, groups, and just a bunch of friends. But be ready to accommodate more hungry zombies….

: )

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Through the Ages

I got what I wanted for Christmas, Through the Ages (Eagle Games, 2006). But then it took a few weeks to find the time to play it! So read on to find out what I have to say about’s  # 5-ranked game (out of 5,889 games listed)…

If you knew me, you’d know that I love history and civilization-type games, so you know I’m probably going to like this game. In the interest of saving time for some of you, I’ll go ahead and cut to the chase: I do like this game. But was it what I expected? Is it worth the $69.99 price tag? Will it really take 4 hours or more? How complicated is it?

I’ll do my best to answer those questions, but the upshot is that it’s not what you would call a family game – it is, however, a great game for a hardcore gamer, thus its rank on bgg. You’ll find it prominently displayed (or sold out) at any independent game store, but you won’t find it in Target or WalMart.

Unlike its venerable Games Magazine Hall-of-Fame forebear, Civilization (Avalon Hill, 1980), Through the Ages doesn’t use a map. It is basically only a card game, but there is so much to keep track of that each player gets a player’s card and a certain number of Jujubee-sized counters with which to account for the changes in every category during each turn (see below). Each player is racing to construct the most influential culture through a combination of military, religious, technological, and artistic achievements.  To procure these achievements, a player must allocate resources in the form of food, mined material, and people. These resources go towards strengthening the military, building urban buildings (such as libraries or temples), or improving technologies for mining and farming.

The basic mechanic of the game is “action point allocation” – which is a geeky way to say that you can only take so many different actions on a turn, and you must use them wisely…  Actions consist of choosing a card, playing a card, or allocating resources to various tasks.  There is a cost of one to three action points for each card, and the cards are laid out on a card “track” so every player knows what is available and how much it costs. The selection of cards, and the timing of that selection, is the biggest key to Through the Ages. The accumulation of “culture points” is the goal, and almost all of the culture points are on the various cards.

I won’t go into excruciating detail, but there are a few more important elements to consider. There are several different sections on the scoring board; beside the overall culture points track, there are sections for tracking technological prowess, military strength, and cultural strength. The point of all these tracks is to make accounting for each player’s development more streamlined; one simply has to refer to the appropriate track, instead of counting every piece each time.

Through the Ages can be played at three levels of complexity as well. The “Full” game uses every rule and moves completely through three epochs of world history (see epoch three cards, below). The “Advanced” game uses most of the rules, but moves only through two epochs (see epoch two cards, above). The “Simple” game only involves the first epoch, and leaves off important rules – such as the use of happiness indicators, and the use of the military. The rules

The rules recommend that first time players play the simple game in order to really learn the mechanics of the game and avoid frustration. That’s definitely a good idea, if you have the time or if you are not a serious gamer. I would avoid trying the full game on the first try, however, unless you want to spend half the game with your nose buried in the rule book. The rule book itself is helpful in general and has lots of pictures and examples – but it is difficult to find every little thing you might want to find.

So – there it is. Through the Ages has a very high production value. The art is attractive (enough), the cards and playing pieces are sturdy, and the playing aids are substantial. Does that justify a $69.99 price tag? For me it does. I would not recommend it to anyone who wasn’t absolutely sure they already wanted to play, but if it is on someone’s list, then I can’t imagine a better gift.

Through the Ages is good for any hardcore gamer, or any serious gamer with an interest in history (like me!). If you aren’t sure whether to get it, do a little research and find out who is really interested and who they might be playing with before purchasing it. Despite some claims to the contrary, it is not a simple game, especially to the new player. It is, however, very intuitive. Everything makes sense once you understand what different symbols and actions mean. The first game will take a very long time – even more with more players. Playing time would move down to about one hour per person after a few games have been played.

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Gheos (Z-Man Games, 2006) is an interesting, attractive, and relatively small and affordable game, easy enough to learn quickly – but quickly complicated by the range of options available on every turn.

Players are divine entities rearranging parcels of land in an effort to maximize the size of their following. The parcels themselves are triangular tiles, featuring one or more land masses bordered by water, which join to make “coastlines” or “continents” – continuous stretches of land. Players take turns placing one of their two randomly drawn tiles into empty slots, or replacing existing tiles, in order to construct continents to their own advantage or to the opponents’ disadvantage. Once a tile is played, a player may designate a “following” by placing a colored disc onto any empty continent. They may alternatively take a cube – a “follower” – of any color that is in play (a color that has already been played onto a continent, that is). The goal is to earn points by amassing high-value followers.

The triangular tiles in Gheos have one of several icons on them, in the form of circles, temples, and pyramids. Pyramids simply identify tiles that cannot be replaced – they are the only tiles that will remain in place once they are put on the table. Temples and Circular icons depict cups, wheat, and swords. Cups and wheat confer points, and swords are used to determine the outcome of a “war.” When identical logos are combined, through tile placement, on the same continent, any following on that continent will be stronger.

Once a continent is claimed by a following, no other following may be played. However – and this is where the game becomes really interesting, if slightly complicated – because a player may replace an existing tile, one continent can be broken into two new ones (split), or two separate continents can be merged into a new single continent (merged). In a split, the follower has to follow the wheat – they must be placed on the new continent that has the most wheat. If there are equal amounts of wheat icons, the player doing the splitting decides. In a merger, if both continents have followers, the one with the most swords remains and the other simply goes away. In the case of a tie, the player doing the merger decides.

One other very important part of Gheos is the scoring, which occurs inconsistently throughout the game, through three different mechanisms. When a temple tile is played and the land has a following, a player gets points for the number of round icons that match the temple. When a “scoring chip” (see the round cup-icon chip above) is played, the player gets points for the number of cups and the number of followers on a continent. Each player has the opportunity to play up to three scoring chips. When an “Epoch” tile, instead of a regular land tile, is drawn, a scoring round occurs. Follower cubes and the number of pyramids on a continent determine the number of points scored by each player.

The scoring mechanisms are hard to keep straight, and it is quite hard to think ahead in any effective way. The tiles vary so much and the potential to totally revise the board in one or two turns by replacing tiles really makes this a game of quick reaction and intuitive timing. Knowing which followers to grab and when to cash in a scoring chip is crucial to the game, because the game can change so fast otherwise.

Gheos would be good for most lovers of abstract strategy games. Despite its complications, it is simple enough for kids as young as 10 – but it is sophisticated enough for much older and serious players. I would recommend it for any game enthusiast, as well as any game player who likes other tile-laying games such as Carcassonne.

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Wits & Wagers

So…you have about 20 people over and it’s kind of boring, no one’s really talking about anything interesting and people aren’t too familiar with one another. What do you do? You break out Wits & Wagers (North Star Games, 2005), that’s what!

Billed (accurately) as “The trivia game for people who don’t know stuff,” Wits & Wagers is a trivia game in the sense that you have to answer questions – but rewards don’t come from knowing the answers, they come from placing bets on the players who do know the right answers.

Now in its second edition, the game includes a 28-inch-long felt betting mat, poker chips, trivia cards, player betting markers (2 each in 7 different colors),7 dry-erase pens and mini-boards, and a sand timer. Up to 21 people can play, forming as many as seven teams (individuals may play alone as well).

The goal of the game is to finish with the most points after seven rounds. On each round, a “question reader” reads the appropriate question on the card – the first question for the first round, and so on – and each player or team comes up with their best guess at the answer. The questions always have a numerical answer, typically one that very few people will know outright (see below). Teams have 30 seconds to record their answers, after which the answers are revealed and placed in order of magnitude (lowest to highest) on the large betting mat.

Players then have 30 seconds to place up to two bets on any of the answers, hoping to win one of 4 payoffs (2:1, 3:1, 4:1, or 5:1). Players may also bid on an eighth space, for a 6:1 payoff, labelled: “The correct answer is smaller than all given answers.” Players then identify their bids by placing their colored betting markers on their bets, and then the answer is revealed. The answer that comes closest to correct without going over is considered correct, and all players who bet on this answer receive the corresponding payoff. The player whose answer was chosen also gets 10 bonus points. If all answers went over, there is no bonus given, and only players who bet all answers were too high wins a payoff.

When I first played Wits & Wagers, we had a group of over 20 people (at a board-gaming event), and more were attracted by the laughing and fun. Since then it has not failed to please.

I recommend Wits & Wagers for any family or group that is likely to get larger than, say, 8 people. The more the merrier with this game, but it is still plenty of fun for 6 or more. It is intellectually stimulating, but, as advertised, one need not know anything about trivia to enjoy or even win the game. It is sufficient to know the right people to bet on from turn to turn.

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Facts in Five

The game “Scattergories” hit the shelves in 1988, and quickly became one of the most popular family and party games in America. I liked it, but having already been a fan of Facts in Five (3M, 1967; Avalon Hill, 1976; University Games, 2008), I knew there was a superior version of the same game. In fact, Facts in Five is on my top ten list for all time. I owned the Avalon Hill product, but it was first published by 3M in 1967 (example above), and is now available through University Games (see below).

The concept is simple enough. Draw five letter tiles and record those letters in the left-hand column of the answer sheet; draw 5 categories and record them along the top row of the answer sheet. Turn the 5-minute sand timer over and fill in as many examples within each category, starting with each of the drawn letters, as you can. Scattergories is laid out differently – especially since you are focusing on examples from many categories for just a single letter – but it is still basically the same concept. In fact, they both derive from a classic parlor game that as far as I can tell was never boxed. But why, then do I consider Facts in Five to be better than Scattergories? Because of the categories.

Categories in the Scattergories game are everyday things that just about anyone should know, such as “Things in the refrigerator” or “Boy’s names.” Facts in Five, on the other hand, has far more detailed categories, with many options for narrowing a category. In the example below, a player must choose a category and can choose as broadly as “Military Figures” or as narrowly as “Military Figures during World War II.” This feature allows the players to specify the level of knowledge required for their own game, and stimulates thinking about and memory of actual knowledge. Facts in Five is far more intellectually challenging, and therefore more intellectually stimulating and rewarding.

The newest University Games version of the game has been changed to make the categories more accessible, but still are far more interesting than the more mundane categories of Scattergories (see below). The general knowledge required to play is on par with other intellectual pastimes such as Crossword Puzzles, or Trivia.

Another important and very interesting aspect of Facts in Five is the scoring system. Correct answers are indicated on the answer sheet, and final tallies are made in the scoring table on the right – except they are collapsed upwards. That is, if in the first category a player correctly listed three things, then the player would get three tallies in the corresponding column of the scoring table, and regardless of which of the five in the first column were correct, the three tallies are placed in the top three sections of the first column of the scoring table, and then so on for each column. When each column is totaled, that number is squared and placed in the box. The same is done across each row – correct answers are tallied, but regardless of where the answers existed on the regular grid, since they collapse upward the first rows will get higher scores. Once all squared numbers are entered, they are summed up for a final score for that round.

This kind of scoring yields slight differences between itself and simple counting of answers. For example, high numbers in the columns indicate a strong specific knowledge of a given category. High numbers in the rows indicate general knowledge. Overall, however, the effect of general versus specific knowledge are made moot once the answers are added back together for a final score for that round.

Scores, once they are obtained, are moved to another scoresheet (below). It also has a space for specific and general scores, but they are not crucial to the game. After five rounds of play, final scores are tallied and listed here.

It may have been the time in my life where I was just discovering how much I loved trivia, coupled with my great memories of my two brothers and I naming things from different categories as we went through the alphabet. Whatever it was, however, I have loved this game ever since I was little.

I therefore recommend Facts in Five to any person or group who you know to be more intellectually driven – again, someone who would feel comfortable working the crossword puzzle. I find it an exhilarating exercise for the brain, and I think that most who play would feel the same about it.

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Many have played Fluxx (Looney Labs, 1997), and many more have heard of it, but if you haven’t played it yet then you won’t understand. I shall do my best to make you understand, though, but I encourage you to invest the $20 (0r less) and give it a try. Chances are you will be glad you did. You might even wish to go for one of the Fluxx variants that are now on the market, such as Zombie, Martian, Monty Python, Family, Stoner, Eco, Reduxx, Espanol, Christian, or Jewish Fluxx. One doesn’t need to know the basic game in order to appreciate the spin-offs; in fact, the opposite is true.

So what’s so interesting about Fluxx? Why do fans of the game get this other-worldly glaze over their eyes when it comes up in conversation? Because it is the first game in which the goal of the game, the mechanisms of the game, and the rules of the game are subject to change at any moment. Because of the constantly changing landscape of a game of Fluxx, it makes for a wonderfully chaotic experience.

The game starts off innocently enough – each player gets three cards, and the remainder become the draw deck, which is placed in the middle of the playing area. Alongside the draw deck, the “Basic Rules” card is placed face up (see below). The basic rules are simple enough: Draw one card, and play one card. But once cards are played, the rules change. Since there is no basic “goal” of the game, there is no way to win, until someone plays a “goal” card.

A goal card specifies winning conditions. The two visible cards below, for example, indicate that whichever player has two specific cards in front of them (the Sun and the Moon, or Dreams and Money) wins the game.

A player gets such cards in front of them by placing them there during the “play” part of their turn. Such cards are called “keepers,” and are so labeled:

The keepers are specific to the theme of the game, and in the original Fluxx game are simply iconic items (the Sun, the Moon, Chocolate, a Toaster, etc). In themed Fluxx games, they are significant aspects of that theme – in Monty Python Fluxx, one might, for example, have King Arthur, the Nude Organist, or the Knights who say “Ni!” A feature of more current editions that the original lacked are “Creeper” cards. These cards, once drawn, must be placed in front of the drawing player and prevent that player from winning the game until they are removed or destroyed, unless another rule supercedes the Creeper card’s function. Confused yet?

“Action” cards, once drawn, must be played immediately, and describe an action that must be taken:

Action cards have a significant impact on game play, and go hand in hand with “New Rule” cards. New Rule cards are self-explanatory, and simply dictate how many cards should be drawn, how many can be played, and various other actions that may be taken by the players (see below).

New rules will often contradict older rules, in which case the older rule is discarded. Action cards are discarded after they are followed, as well.

So that is Fluxx, not only in a nutshell, but pretty much completely. Players take turns drawing and playing cards until one of the players has met the conditions of whatever goal is currently featured. The specific rules of drawing and playing change constantly. This makes for a lot of frustration for players who love the planning and execution that goes along with strategy games, but for the most part Fluxx is so wildly unpredictable from draw to draw that just about everyone has a good time.

I definitely recommend this game to just about anybody 8 or older, or anybody who is a fan of one of the themed decks. Fluxx is easy to pick up and play, relatively inexpensive, small and easy to pack for travel, and it is definitely a great family game since the winner is just as likely to benefit from luck as any one else. Game lovers are not the only ones who like Fluxx – I know a lot of people who do not consider themselves game players who have played and enjoyed Fluxx, a few of them enough to own the game.

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