Category Archives: Teens games

Cornerstone

If there is a person in the house who claims “I’m not a game person” (and every house seems to have at least one and often several), watch how they react when they witness a game of Cornerstone or Cornerstone Essential (Good Company Games, 2010). Cornerstone looks like a toy – and it probably could be considered a toy, except it comes with rules for up to four players and victory conditions, which means it’s really a game.

But this game has broader appeal precisely because of its toy-like qualities: it involves building with blocks and then using little people (meeples!) to climb on the resulting tower. How is that not fun?! The whole point of the game is essentially to be the king of the structure by the time it’s completed, or else to be at the highest point when the structure falls down. So it’s building blocks mixed with king-of-the-hill, and I challenge any fuddy-duddy daddy out there who thinks he’s too cool to play a game to ignore this while it’s going on. It can’t happen!

It isn’t a block-building free-for-all, however. Each player takes one of the four colors and two special wooden rings. The four-block neutral starter piece is laid on the table, and players start playing on it – and this is where it gets interesting. Each player has twelve building blocks with which to add to the structure, but the building blocks vary in terms of how many unit blocks they are composed of, and there are two of each. For example, there are two building blocks that consist of one unit block, two that consist of two unit blocks, and so on up to the two that consist of six unit blocks. On each turn the player must roll two dice, and the resulting roll of the two dice give the player two options for which building blocks to choose (doubles allow you to choose any block). If a player rolls a two and a four, for example, that player may choose to build with the 2-block building block or the 4-block building block.

The placement rules are such that, when adding to the structure, one full face of a block must be in contact with at least one other full face of the existing structure, such that the resulting structure retains a checkerboard pattern. In other words, a solid face must go against a clear face, and vice-versa; neither clear faces nor solid faces may touch each other. Once a block is added successfully, the player may (and should, if everything is going well) move his/her meeple to any spot perceived to be advantageous through the upcoming opponent turns. Meeples may move only one block at a time, any distance, but they may only move vertically if there is a single step with which to do it or horizontally if they are adjacent to that block. They may not jump up two or more blocks, and they must be directly below the vacant space they want to occupy (they may not move diagonally across and up in one turn). Meeples also may not move through a block that is occupied by another player.

That is the essence of Cornerstone! The “Essential” version is pretty new on the market (as I write this), and it contains the wooden rings, two of which are held by each player. They each represent a special move: when played, a ring allows a player to either jump two vertical levels instead of one, or else it allows a player to move through another player who may be blocking the path. These do alleviate the occasional problem of being totally sealed off on a ledge, or worse, a cave, thanks to other people’s blocks, but there are only two that each player can use throughout the game.

Although it doesn’t appear to be a game heavy in strategy, some players are extremely deliberate about which die roll they use, and precisely where to put the block they have chosen. If the tower is knocked down, the offending player has lost the game, and, of the other players, the one with the highest meeple at the time wins.

I like this game, and have listed it among my top ten family games because it is fun for members of every demographic. It can be played by kids alone, by teens alone, by adults alone, or else by the whole family at once. And it can be just as fun for each group alone. It’s a safe bet for ANYONE in the family!

 

 
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Imaginiff

For a while, when Facebook was really becoming more well-known, it offered a series of very popular quizzes, such as “What animal are you?”, or “What 80’s band are you?” In these quizzes you would answer a series of questions and then be given an answer that supposedly had something to do with your core identity (Oh please let them say I’m a bear and not a shrew!).

Imaginiff (Buffalo Games, 1998) is the same game, but it was around first and it allows players to lay those assessments on each other instead of wading through a questionnaire. The beauty of Imaginiff, which it shares with certain other great games (Scattergories, Balderdash), is that it has taken a game that people have played for years, given it a definite form and definite rules, and put it in a box for everyone to enjoy.

The key component of the game is the deck of cards that provide a list of six items within a particular category:

The basic mechanism involves players identifying the item on each list that applies to other players. To demonstrate, consider a friend, and answer the question: “If your friend were a cable channel, which one would s/he be?” The options are: Comedy Central, The Playboy Channel, CNN, The Discovery Channel, ESPN, or The Sci-Fi Channel. It’s fun enough to try to place our friends and family members in these categories, but it’s even more fun to talk about our choices, or consider out loud why one is better than the other.

Being able to involve people who aren’t there is one feature that makes this game more interesting, because if there are only 3 or 4 present for a game it provides a satisfyingly easy excuse to talk about other people. And that’s something that already comes naturally to just about everybody.

Points are awarded based on matching answers; each round, one person is chosen, a card is read (in reference to that person), and other players choose the best match. Those players who have the most matching answers are awarded points, and move on the board. The fun, of course, is in considering the answers and then defending them. In my experience it is just as fun to grab the cards and read them aloud, then enjoy the debate. But since the board gives structure and an endpoint to the game, it is still useful.

I consider Imaginiff one of my top 10 family games, because it offers such a playful way to interact with people we know well. It has a nice blend of tension and release, it is (mostly) playable by younger people (as long as you ignore the more difficult categories), and it is conducive to inter-generational play – but it’s also good to get parties started. With the exception of the hardcore strategy gamers, I can’t think of too many game shelves where this game would be out of place.

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Forbidden Island

Forbidden Island (Gamewright, 2010) just won the widely respected Mensa Select Seal, and I’m happy to say that it received my number one vote there (Mensa Select Seals are awarded annually at Mensa Mind Games, which was held in San Diego last weekend; go to my other blog at http://meeplespeak.wordpress.com/. for a description of the top five winners).

Forbidden Island is a cooperative game, so instead of players trying to outdo each other, they are working together to “beat the game.”  Players compose a team of adventurers, racing against time to retrieve four treasures from a sinking island, and then escape before the water rises. If they escape with all four treasures, they have won.

Each player takes on a different role (Pilot, Engineer, Navigator, Messenger, Diver, or Adventurer), each having a special – but not outrageously powerful – ability, which aids in the three main tasks – getting around the island, “shoring up” the island (undoing the effects of rising water), and moving or claiming treasure. The island itself consists of tiles laid out randomly  in a cross-shaped grid. Some tiles are labeled as places to claim treasure, and some are labeled with pawns, and serve as starting places for that player (pawn colors correspond to the identity and special ability of that player). There are six roles to choose from, but a maximum of four players results in the absence of at least two specialists.

Players alternate turns, performing three actions per turn, from this list: Move to an adjacent tile, Shore up a tile that has been flooded (i.e., unflood it), Give a treasure card to another player, or Claim a treasure. After the actions are taken, players draw two treasure cards – one of which might actually be one of three “Waters Rise” cards in the deck, but many of which represent one of the four treasures to be claimed. It takes four treasure cards to physically claim a treasure. When a “Waters Rise” card is chosen from the treasure deck, “Flood Cards” are drawn from a different deck. Each Flood Card represents one tile, thus revealing which tiles will be flooded. Those tiles are physically inverted, or, if they had already been inverted, they are removed from the game, along with their flood card. Yikes! As the game progresses, water levels only get higher…so more cards are drawn…thus more tiles flood when the Waters Rise cards are drawn. To make matters worse, when the Waters Rise cards is drawn, all the flood cards previously drawn are reshuffled and placed on top of the draw pile, so they are the first to be drawn again.

Forbidden Island is exciting to play. Your fate is bound to the fate of your colleagues, so each player has a stake in what the other players do. The bulk of the time is spent deciding, as a group, how to spend each of the three activities a player gets. In my first game we were literally one card away from being overtaken by the flood waters, and it was surprisingly simple to imagine ourselves on the rapidly disappearing island, trying to make it safely to the helicopter pad (“Fools’ Landing”).

For me, one very reliable sign of a good game is how easily immersed you are into its world, and Forbidden Island did that within two turns, and maintained it. It’s recommended for ages 10 and up, which is probably fair because one must really consider possible future problems and contingencies to win, but an 8 year old could enjoy the game with a little help. If you want to try something new for just a few people, give this game a shot!

Buy Forbidden Island from Amazon!

Tikal

Tikal!! (Rio Grande Games, 1999) What a great game! Players “build” the board as they go, trying to give themselves an advantage, or providing their opponents the opposite. Players can hope for lucky draws, but still have a lot of flexibility in deciding what to do with whatever they end up drawing. This is a great blend of luck and strategy.

In Tikal, players are archaeologists, digging through the jungles of the Mayan ruins of Tikal. Players earn points by uncovering treasure tokens and by controlling dig sites (temples). But to get to the treasures or the temples, one must get through the jungle, and that’s where the fun begins.

The picture above shows a game after only a few turns. In the beginning, there are only two hex tiles that are not jungle; one is the sandy-colored base camp, where player pawns are introduced, and the other is a grassy spot with no structures. The first part of each player’s turn is to draw a new hex tile and place it in the location of his or her choice, following one simple rule: it must be immediately accessible. As turns continue, more of the board becomes defined, and newly opened jungle spaces will be empty, have treasure rings on them, or else have temples on them. Each hex has several borders with stones on them representing pathways to the adjacent hex. If neither one of two neighboring hexes has stones, then there is no path between them – these stones are what determine what hexes are accessible from where.

The most important strategic element in Tikal is the use of “action points.” Each turn, a player may use up to ten action points, which allow movement of pawns, “working” on a temple (which “uncovers” more temple and makes it more valuable; see the different values on the temples in the pic below), “digging” for treasure (uncovering one piece of treasure from a treasure hex), or some other more complicated things. The use of these action points is critical because they are limited; there is not enough to do everything a player might want to do in one or two turns, so each player must decide how to budget his or her action points.

The final strategic element in Tikal is the unpredictable but ever-looming volcano hex, which, when drawn, initiates the beginning of a scoring round. Since the volcano hex is mixed in with the regular tiles, it (there are several, actually, one for each of several stages of the game) can be drawn at any time, more or less. That means that, if a player does not have his men in the correct positions, he will not benefit from the scoring round. This results in something analogous to musical chairs, in which players are constantly moving but ever ready to settle into a better “point-scoring” position.

For example, a player who is in control of a temple (by having more men on that hex) when the volcano hex is turned up, will end up winning whatever value the temple is worth (see pic below: white player wins the level 3 temple). A player who is able to retrieve the most matching treasure items will get points from them – more points for more matching treasures (pictured further below). But if a player can’t manage to outnumber an opponent on a temple, or beat an opponent to a treasure spot, they will not win those points.

As volcanoes are turned over throughout the several stages of the game, scoring rounds occur in which players get one more turn and then have to count the number of points they have on the board at that time. Points are kept on the scoring track of the perimeter, and whoever has the most points at the end, wins the game.

I like Tikal so much because it’s unpredictable, but the player has a lot of control. Draw a tile you can’t use to your advantage? Stick your opponent with it! Tile placement is such a simple thing, but clever layouts could make the difference between winning and losing where just a few victory points are concerned. One other excellent feature of the game is that even most losers have a chance to win because, since treasures are being uncovered and temples are being added to, there are far more points to be had at the end, thus allowing those far behind to make a last minute run.

This game is complex at first to most casual gamers, but I have been able to teach kids as young as 7 the basics. Having said that, though, the age recommendation is 12 and up, and I agree that younger kids won’t get most nuances, and could lose interest. But it’s a perfect game for adult and teen gamers who like this satisfying combination of luck and action-points-budgeting. Three thumbs up!!

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Kill Doctor Lucky

To say that Kill Doctor Lucky (Cheapass Games, 1996) was a breath of fresh air when it came out is inappropriate for two reasons: it seems to glorify something as awful as murder, plus it fails to pay homage to the spirit of the game itself. So let us say that Kill Doctor Lucky was (and continues to be), a lingering, malodorous cloud of gut-wrenching putridity. It is a sick and twisted inversion of the old favorite whodunit games, which predate even Clue by many years.

Before going further into the game, it’s important to know that the company that publishes Kill Doctor Lucky is the aptly named Cheapass Games. Their mission is to provide the games at rock-bottom prices by packaging only the unique materials necessary to play the game, and requiring the buyer to provide any generic equipment such as pawns and dice. They are also irreverently humorous, as you can see if you read the front of the game envelope. Here is a section from the “about” page on their web site (http://www.cheapass.com):

“If you ignore the clever shapes they come in, the cheap little plastic pawns are an interchangeable part of most of the board games in your house. So are the dice, the money, the counters, the pencils, and just about every other random spare part. These generic bits and pieces can account for as much as 75% of a game’s production cost, and that cost gets handed to you.”

So (most of) the games that Cheapass Games has published have come in the form of a paper envelope, containing boards of card stock that must be laid out together (or taped once they are in place) and cards of heavy paper stock, plus one sheet of directions. This is about as no-nonsense an operation as you can imagine, so it’s one of my favorite game companies – even though it did happen to allow Paizo Publishing to package Kill Doctor Lucky as a traditional game (see below); I can’t explain that, so I won’t try. But now, back to Kill Doctor Lucky.

As I mentioned, the game is an inversion of the classical “whodunit.” That is, instead of gathering clues to try to determine the identity of the killer, each player is trying to be the one who actually kills the non-player character, Doctor Lucky. In order to win, a player must have Doctor Lucky alone in a room, out of the line of sight of other players, and attack, and then hope the attack is not foiled by the other players.

The board is a layout of Doctor Lucky’s mansion (there are expansions that include other maps, too), and players take their turns by using one free move, then deciding whether to stay in a room and “snoop” to find something (in the form of a card), or to play a card or series of cards from their hand. A player may play any number of cards, one at a time. The cards themselves allow the movement of the player or Doctor Lucky on the board (either a number of spaces, or to a specific room), or they allow an attack.

There are a number of failure cards in the deck, used to counter an attack. If another player has attacked Doctor Lucky, that attack is worth a certain number of points, from two and up. Each player following the attacker has an opportunity to “fail” the attack for a number of points equal to the points on their failure cards. This system is part of the key to strategy in Kill Doctor Lucky, because eventually the failure cards are gone, and an attack on Doctor Lucky will not be failed. It behooves a player to force others to play their failure cards so that, eventually, no one will be able to prevent that player from an attack, thus winning the game.

Movement around the map is also important. A player’s pawn must move from room to room, and the rooms include hallways and stairwells. At the end of each player’s turn, Doctor Lucky moves to the next highest numbered room. This is important because only the main rooms are numbered – so Doctor Lucky does not stop in hallways or stairwells. So what? A player can attack Doctor Lucky only in a room (again, unobserved). Further, if Doctor Lucky should happen to move into a room that is already occupied by a player, that player gets to take a turn immediately. Savvy players can take advantage of this by positioning themselves downstream, so that they can quickly take another turn, and use it to do the same, and so on as long as the map allows it.

The cards used to attack are actually weapon cards, which list a base level of damage on Doctor Lucky. They also, often but not always, list a second, higher value, if the weapon is used in a particular room. The Rat Poison, for example, has a base value of 2 but a bonus value of 5 if used in the Green House. Thus it is wise to try to get yourself alone with Doctor Lucky in the Green House, so you can do more damage.

Move, room, and weapons cards are collected and reshuffled when needed, so they may recur in the game, as opposed to the failure cards that, once used, are permanently out of the game. Clever players can keep a game going for quite a long time, but sometimes a player who has enough fail cards to prevent the murder of Doctor Lucky will not use them, instead relying on fellow players to use their own – only to discover, too late, that the other players did not have enough cards to prevent it. And so there have been a few short games, too!

You might be able to tell that I enjoy Kill Doctor Lucky; I do! I actually mounted the map onto a large piece of cardboard, and I put the expansion Craigdarroch on the other side. It’s a game that’s fun with friends or family, and the degree of interaction on the board is really stimulating, sometimes aggravating, but ultimately rewarding. It’s a great ice-breaker for people who don’t really know each other, and it’s a great game to pull out when the party or game night is winding down to the last half dozen people or so, who are still up for more.

I recommend this game to anyone with an appreciation of dark humor, a practical bent, and a love of games. If you know someone with game pieces to spare, they should (and probably already do) have some Cheapass Games in their collection. It’s recommended for ages 12 and up, although a sharp 8 year old can manage the basics (the movement strategy is probably beyond for the younger kids, however).

Buy Kill Doctor Lucky at Amazon!

Scene-It

Scene it? (ScreenLife, 2002) is, in the US at least, everywhere. Shortly after it was brought on the market, it was snatched up by Mattel and has been mass distributed ever since. The market has responded very favorably: I counted 36 different editions currently available.

The funny thing is, my little sister had this idea about 10 years ago, and I told her it would be a nightmare to deal with all the copyright issues but that otherwise it would be a great game. Well, apparently ScreenLife found it worthwhile to deal with the copyright issues, and they have found incredible success.

Scene it? is a dvd-platform trivia game. In other words, it is a basic trivia game, but instead of relying simply on trivia questions read from cards, it comes with a dvd that shows video clips. That’s what’s different – and that is all that’s different. But that makes all the difference. Speaking as a long-standing trivia lover (My love for Trivial Pursuit got me into games BIG TIME when I was young), I am very impressed with the Scene it? family of games – and the family is getting bigger all the time.

The basic play of Scene it? is pretty straight forward – on your turn you roll, and you either get an individual or all-play trivia question to answer. One die indicates how far you move, and the other indicates what category of question you must answer: Trivia Card or DVD Challenge. The trivia cards simply ask a trivia question consistent with the game’s theme, but the DVD Challenge directs you to the tv screen. Players launch the next question and the dvd shows one of several types of questions based on a video clip. In Music Scene it? – for example – there might be an actual music video clip, followed by a question like “Who replaced the drummer shortly after this video was released?” Some questions are based on album covers, some are music-themed word puzzles (anagrams, fill-in-the-blanks, etc), and some are identifying a tune set to “elevator” style. There are several more types as well.

One feature that really makes the game more appealing is its flexibility. Trivial Pursuit gives you one way to play, but Scene it? gives you three. The board (referred to as a “flex-time” board) opens up to reveal a long racetrack, but it also folds in on itself and becomes a racetrack half the size – for much shorter games. There is also a “Party Time” option, that allows you to constantly cycle through the dvd questions. This is a great feature, because it allows a large group of people to participate at once and allows people to come and go as they wish – not to mention the intensity of people trying to beat each other to the punch by answering quickly and loudly.

I’m no fan of mass-market products, but I will give credit where it’s due – and the makers of Scene it? have done a good job of using an underused medium in a way that is easy to use, and makes sense. I recommend Scene it? to families or groups of people who have an interest in any of the versions that are currently available. I have Music Scene it?, tv Scene it?, and Harry Potter Scene it? – and each of them have proven popular with friends. It’s a nice ice breaker game, and increases the energy in the room, and that is a great way to kick off a fun games night!

Buy Scene It – The DVD Game: Movie Edition with bonus on Amazon!

Encore

Who hasn’t played this game at one time or another, without the help of actual cards, or a board? My brothers and I, and now my wife and I, routinely try to stump each other with lyrical trivia.  Any music lover would like Encore (Endless Games, 1989). This is the kind of party game that nobody really wants to start playing – who wants to show off their own tone-deafness, after all? – but ends up getting everybody gathered around, laughing, and contributing a song or two from their own repertoire.

The game very simply requires each team to identify and sing lyrics from a song, at least six words in length, that include one target word that is drawn randomly from the deck. Teams alternate on the same word until one team fails to come up with an original answer, at which point the other team wins the right to move closer to the end.

There is a newer version of Encore out (first picture), but we played the older version (pic number 2), and because the old tunes are still around, it was still full of relevant words. Unfortunately, I can’t offer an opinion on the cards available in the current edition – but I honestly have no doubt the target words are a decent sample of easy, difficult, and in between. In addition to the word cards, the game comes with a board,  a die, pawns, and a marker.

The target cards are shown below – each listing five everyday words. On one team’s turn, the die is rolled and their pawn moved; the color of the space they land on refers to the colored word on the card they must play. That team them must come up with a song including that word, and sing at least six lyrics that include it. Once they do, the other team must come up with a different song. Turns alternate until one team appears stuck. At that point the other team can impose a time limit (20 second sand timer), but if that first team comes up with a song, the other team then has a time limit as well. Once a team fails to come up with an appropriate answer, they lose control of the dice.

The yellow spaces on the board correspond to “category” questions, and are self explanatory. Otherwise there is nothing special about the color categories on the cards.

Encore is billed as a game for music lovers, but it really is a democratic game, with musical elements for the whole family. As bad as people might consider their singing to be, once among friends all bets are off, inhibitions are cast aside, and it’s all about laughing and enjoying the company.

This is an easy game to recommend to just about any group. The fact that players are matching their own repertoires against the word in question makes it appropriate for any age group (over 8, that is) and any English-speaking country. It is definitely a nice family game, because it can bring people together across generational lines.

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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!

Buy The Werewolves Of Millers Hollow at Amazon!

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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Guesstures

There’s a reason charades has been enjoyed for the better part of the past 400 years; both King Louis XIV and Catherine the Great were apparently fond of them, and it was being played by Scrooge’s nephew Fred at his party in Dickens’ A Christmas Carol. Charades can be played with a group of friends as well as a group of strangers, no props are required, everyone is always involved, and laughter generally ensues.

So it is no surprise that games involving the “guessing game” mechanism of charades are still popular today. Guesstures (Parker Brothers, 1990) has been in game closets now for 20 years because it introduced a clever time limit mechanism to the classic game. The time limit takes the frantic suspense of ordinary charades and “kicks it up a notch.”

There are only a few components in Guesstures (older edition, above), and it’s a very simple game to learn and to play. Players split into two teams and, on their turn, one person from their team will be the reader, while all others are guessers. The readers have to try to get their teammates to guess the words on each of four cards in order to score the points associated with those words. But there is a timer involved….

The picture above shows the Timer/Dropper, which is the interesting innovation in Guesstures. There is a spring-loaded timer on the right of the unit (out of sight) that is wound, like an old-fashioned clock, each turn, and it is locked in place until the reader is ready. The cards are put in place as shown above, and when the timer is activated, the reader must get his or her team to guess each word, in order. If the team guesses the word, the reader must physically retrieve that card and pull it out of the unit – before it falls. Yes, before it falls. The timer is connected to a platform that is supporting each card. After a short while, the platform allows the first card to fall, then the second, then the third, and finally the fourth. If the team can’t guess the word, or the reader can’t grab them fast enough, the card is lost to them and earns zero points.

The cards come in two colors, and each card offers a choice of two words – one is more difficult than the other and earns more points, and the two different colors also represent difficulty levels. The reader gets to choose which word will be facing up for his or her team to guess that round, and stands to win whatever the point value is.

Guesstures is one of those games that is an absolutely safe bet for a party. It stands a good chance at being what it takes to really get things going, or it might not, but it won’t bomb. I recommend it to just about any group of people who want to have fun together; hard core gamers can take a break from the intensity of the strategy games and have some lighthearted fun, and casual acquaintances can break the ice and laugh without fear of sounding ridiculous, or at least more ridiculous than anyone else.

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