Category Archives: Card Games

Pit

If your favorite kind of game night is loud, fast, rambunctious, and full of laughs, then Pit (1904, Parker Brothers and others; $12; 3 to 8 players) is a must have. Read that year again: 1904. Pit has been around for over 100 years, and has changed only in the slightest ways – it is essentially the same game that was played by Americans when Teddy Roosevelt was President, and it is just raucous fun.

                          

The premise of the game is that players act as commodities traders on the floor of the commodities market, and actively trade cards in order to “corner” the market in one of the commodities. In actuality, each player starts each round holding 9 (or 10) cards. The cards consist of 8 different suits, which are currently corn, coffee, oats, soybeans, wheat, sugar, oranges, and barley. There are 9 cards of each suit in the deck, and the goal of each player is to trade cards in order to obtain the 9 cards of a chosen commodity. Trading is accomplished (and this is the fun part) by choosing one, two, or three cards of a single type of commodity, showing them face down, and shouting out the number of cards to trade – in the hopes that another player will want to trade for that same number of cards. The swap is made face-down by the two players, who each then look to see if they have gotten the cards they were hoping for. After a short while, one player will manage to trade for all 9 of a certain commodity, at which time they yell “Corner (commodity)”, and the round ends. In the standard game, there is a “Corner” card that is claimed by the winner. In the deluxe version, there is a hand bell that is rung to signal the end of the round. Each commodity is worth a different number of points, so the winner of the round gains the points listed on that commodity. Play is supposed to continue to 500, which is more difficult when there are a lot of players.

 

There are two cards that are NOT commodity cards, but represent the market itself: the Bull card, and the Bear card. The Bull represents a strong market, and can be used by any player to substitute for any single commodity card (thus it would take 8 commodity cards plus the Bull to corner the market). The Bear represents a weak market, and it is an obstacle to cornering a market because the holder of the Bear card may NOT claim a cornered commodity; they must instead trade away the Bear card, even if the other 9 cards they hold are the same. When the Bear and Bull cards are used, each round two players will receive 10 cards. As noted, the Bear prevents a corner, but the Bull allows a corner with 8 cards. However, if a player manages to get all 9 cards of a commodity as well as the Bull, they get double points. But if a player is holding either or both of the Bear and Bull cards when someone else corners the market, then they count against that player. These cards can be traded singly or in combination with another single commodity.

Pit is simple and fun, and as such it’s perfect for either family or friends. Wherever people get together and have no problem letting their hair down and laughing and shouting at each other, Pit is a perfect choice. It’s a good icebreaker game as well, as it immediately lowers inhibitions and demands engagement, but always in a positive way. If I had to guess I’d say I expect to see it around in the year 2104.

Uno

Don’t know why it took me so long to write about it – I probably figured everybody already knew about it. If you’re reading a board and card game blog, then you have definitely enjoyed Uno (1971, Mattel and others; $6, 2-10 players) at some point, or some period, or all of, your life. But I’ve crowned it my #1 family game, so it’s just irresponsible to not have it discussed here. Someone might come along who hasn’t played it before, and wonders what the fuss is all about. So here it is: Uno. Uno is basically a commercial version of the traditional card game Crazy 8’s. Players start with seven cards, and go around the table playing one card at a time onto a discard deck. The card must be of the same color (i.e., suit) or rank, or it must be a wild card, in which case the player can name the new color. The goal each round is to be the first player to empty his/her hand – which can only happen after they have ONE (Uno!) card left. The beauty and fun of the game is in the surprise cards. Each color contains a few each of the Skip card, that prevents the next player from taking a turn, the Reverse card, that changes the direction of play, and the Draw Two card that forces the next player to pick up two cards instead of discarding. The ultimate surprise card is the Wild Draw Four Card, which can be played onto anything, and requires the next player to pick up four instead of discarding. That’s all there is to it – it’s not entirely random, but there is no controlling what card you’ll pick up next, or what your neighbors will do to you. The bottom line is that it’s a lot of fun and can be enjoyed by adults, kids, adults and kids, and so on. It comes as a deck in a thin box and is entirely portable, and it’s enjoyed all over the world. It also comes in literally hundreds of variations, and has featured many, many licensed entities. And for a $6 game, there is no reason why every house shouldn’t have an Uno deck.

Old News: Mind Games 2013 (much delayed)

So where were we since I last posted? Mind Games! I’m posting this for the sake of completeness, but it’s still worthwhile info – or at least I hope some folks can find my opinion here useful. The beauty of board games is that, once a game is determined to be a good one, it will always be a good one. (No! Not really – some do get old after a while, but let’s not get hung up on what’s true, or false, or whatever. There are games to discuss!)

The Mind Games winners from 2013 were, in order of how much I liked them: Suburbia, Forbidden Desert, Kulami, Ghooost!, and Kerflip. The first two were really, really my favorites, but the other three were definitely deserving. I’ll treat them one at a time.

Mind Games has been criticized, fairly enough, for not incorporating rules-rich, highly detailed games. This really becomes a problem when manufacturers decide to not submit their games for honest and critical (but constructive) judging by such an eclectic, motivated, intelligent group of board game lovers such as Mensa Mind Games provides. So it was nice to see Suburbia (Bezier Games, 2012; $60) show up, and even nicer to have a chance to play it.

Suburbia is a tile-laying game for 1-4 players (yes, you can play a solitaire version) in which players vie for various tiles with which to add to their sprawling suburban landscape. The tile layout for each player becomes an infrastructure network, consisting of commercial, civic, residential, and industrial tiles, all of which impact and are impacted by the tiles around them and elsewhere on the board. For example, one tile might represent a fine restaurant, which is good…until someone else plays the same tile, thus stealing some of the net income of the first restaurant tile. Or one might have a great reason to build an airport – but be prepared to pay the cost when the only place to “build” it is next to a residential area.

Each turn a player purchases a tile (for as low as $0) and lays it adjacent to one or more on the board. Each tile confers benefits and may also incur costs, as in our examples above, depending on where it is placed. The winner of a game is the player with the greatest population – and to get population, a player has to earn reputation points. And while it’s easy to get reputation points, it’s not wise to do it too fast, because a larger population costs a lot more money each turn – and a player needs money to buy good tiles. And so it goes, a sort of balancing act of keeping the economy in check with the population growth so that neither suffers.

Suburbia has a steep learning curve, unless someone is there to help – which in our case made the curve far more shallow. There are lots of pieces, but the pieces fit together well, and the game concepts are intuitive so they also fit together well. One interesting and very important mechanism is that changes in income or reputation can be instantaneous, one time events (such as gaining several gold coins for building something), or they can be cumulative, in which the per turn rate of income or reputation changes (such as gaining an extra gold coin each turn for building a business). This all adds up to a fun (if intimidating) game, great for any strategy-loving group of gamers, that easily won a top spot. Let’s hope manufacturers learn that Mensa is ready for more of these types of games!

We are seeing more and more cooperative games, in which players act together to try to beat the game.The newest addition to that list is Gamewright’s Forbidden Desert (2013, $25). Much like its predecessor, Forbidden Island, players are randomly assigned a specific function and work together to gather artifacts and then leave before they become victims of the forces of nature. In this case, the explorers are trying to gather and assemble four pieces of a flying ship from the shifting sands of a hostile desert (formed by a collection of tiles). They are battling a hot sun, increasingly nasty sand storms, and a shifting map.

https://i1.wp.com/www.gamewright.com/gamewright/Images/Games/GAMEWRIGHT-415.jpg

(image courtesy of Gamewright.com)

My fear, upon seeing this game, was that it was a cynical attempt by the company to cash in on the very successful Forbidden Island game (itself a former Mind Games winner) by making nominal changes and changing the theme, a-la Parker Brothers/Milton Bradley/Mattel. But that is NOT the case with Forbidden Desert! It is just as thrilling to barely escape an angry desert as it is to escape a howling monsoon, and equally disappointing to succumb to either, and that’s because Forbidden Desert uses a totally different mechanism to introduce storm tiles, as well as the equipment (cards) needed to deal with them (and with the blazing sun!).

The concept is similar enough, and thankfully the excitement is on par with Forbidden Island, but there is also a need on Forbidden Desert to “discover” tiles, dig them out, keep them unburied, and also seek shelter from the hot sun with limited water on hand. There are also more specialists a player can play, so the replay value is that much greater. All of these elements combine to make the game interesting and intense, and since it’s a cooperative game everyone either wins or loses together. It’s really a fun experience and one I’d recommend for a family or any group of 2-5 friends.

Every year it seems that at least one abstract strategy game wins one of the top five spots. I’m not always a fan because they tend to be variations on a theme – which might not make them bad games, but they don’t come across as unique or interesting. This year, however, we chose Kulami (Foxmind, 2013; $30; 2 players), and I am very much on-board with it! (That’s a clever pun, you just don’t know it yet)

Kulami consists of rectangular wooden tiles of varying dimensions, put together randomly to form a single contiguous playing area. Each tile has four or more hollows, laid out in regular increments, so that each tile can hold a certain number of marbles (from four to twelve, I believe).  Players (light or dark) alternate turns by placing a marble in a hollow on one of the tiles – but the placement is dictated by the previously placed piece, such that it must occupy either the same row or column. When a player has claimed a majority of hollows with his/her colored marbles, they win that tile. Bonus points can be gained by completing rows or areas. The object of the game is to claim as many tiles as possible.

Like so many other abstract strategy games, Kulami has a few simple directions, and a game can go in any direction depending on who is playing. But the fact that every starting layout is different is very unique, and coupled with the simplicity of the game’s elements as well as the aesthetics, Kulami is a winner. Any person out there who likes two-player games, or who knows someone who does, should be interested in this game. It’s attractive, it’s easy, and it’s fun.

Ghooost! (Iello, 2013; $20; 2-6 players) is a card game in which players are trying to empty their hands and their “mansions” faster than at least one other person. That is, the last person left holding cards each round, loses that round. It is definitely more interesting than your basic Crazy 8’s, however, and the “spooky” theme makes it more fun: each player is trying to rid their mansion of ghosts and other spooky things.

In Ghooost! the cards are in four suits and range in power from 1-14. Some cards also have special powers that dictate conditions for subsequent cards played. Players start with four cards in hand, and 4-12 cards in their mansions (i.e., laid out in front of them). A round of play consists of two stages, the first of which involves players moving cards between their mansion, their hand, and the common crypt (new card pile) and cemetery (discard pile), in order to prepare their hands for the second stage. Once the crypt is emptied, no one may draw a new card, and the second stage of Ghooost! begins.

During the second stage, players are simply trying to discard their cards into the cemetery – but they must do so by placing higher-ranked cards or sets of cards into the cemetery pile, or else they are forced to pick up the entire cemetery stack (this mechanic holds true for the first stage, too). So spending stage one carefully building a decent hand for stage two is what this game is all about. Plus the cards are fun to look at. What’s not to love? This is another great game for kids and families, but my adult friends and I enjoyed it very much as well.

Kerflip! (Creative Foundry, 2012; $30; 2-4 players) is not just another word game, or should I say not just dehnawomoertrag…(get it?) In Kerflip! players race against each other to claim a word from the same random pile of letter tiles. The letter tiles are double-sided, each side having the same letter, and one side is white while the other is red-orange. Tiles of less used letters (Q, for example) have a number marked on the white side. Points are awarded based on who claimed each letter first, and whether any bonus cards were awarded.

The scoring is where the game is interesting, and it affects even the speed at which words are identified and called. In a round of play, each player chooses a certain amount of tiles randomly and, sight unseen, all players drop all chosen tiles onto the SPECIALLY DESIGNED game board (this is pretty cool, but we’ll get to it later). Players immediately turn all tiles to the white side, and then proceed to visually inspect the letters until they are ready to call out a word that can be spelled using those letters. As soon as each player has called out a unique word, scoring begins. The first player to call a word spells it out as s/he flip each tile to the red-orange side. They are awarded ten points for each letter (so the longer the word, the more points, times ten), and if they succeed in turning over a numbered tile, they get that many bonus cards (which simply award points at the end of the game – but they are held in secret). The second player also flips tiles as they spell out their word, unless a tile has already been flipped, in which case it is only worth five points, and no bonus is awarded. The third and fourth players follow, each getting less and less opportunity to score big. So the game is like a race to do a Jumble puzzle, except there are more letters there than are necessary to form any one word. The key is to be quick but still come up with a decent scoring word – no one will win with “the” and “cat”, but neither will they win if they take too much time looking for a better word.

So what about that “special” game board? It’s designed to sit inside the box in which it came, which also holds the bonus cards very conveniently. But adjacent to and on either side of the bonus cards there are two wells, and when a round is over, that’s where the used tiles go – into the wells! (unused tiles are recycled – back into the bag) The tiles disappear into the wells until the game is over, at which point you remove the board to discover that the tile wells are chutes that send all the tiles into a single black box. Pour the tiles into the bag, put the bag into the box, put the box back into its spot under the board, and you have a really quick, efficient, and elegant clean up. Pretty cool stuff.

Kerflip! is good for ANY word game fans, especially those who think they’re particularly good at anagrams, but also for those who tend to be competitive. It’s that race for the best word that makes for more fun in this game. As with the other games, this one is good for families or friends, but should be enjoyed by peers, or at least with a handicap (my kids wouldn’t stand a chance against ME!!! Mwahhahahahaaaaa).

So that’s it from Mind Games 2013. I’ll be looking forward to Mind Games 2014, which will be in Austin, TX, in April. I really want to promise to write it up as soon as it’s over. In the meantime, I’ll try to add more! Adios!!

Opus Dei

If you’re an American or anyone else familiar with Dan Brown’s novels, then please understand that this game is not what you think it is! Players are actually trying to create a “world” populated with the world’s greatest thinkers, as represented on cards.

Opus Dei: Existence After Religion (Dema Games, 2008) is so named because that opening phrase, literally translated, is “Work of God.” It has nothing to do with the catholic “Prelatura del Opus Dei” – the dark figures in at least one of Brown’s novels, although they (the PdOD) are suing for trademark infringement.

So, legal questions aside, what about this game? If you have played Guillotine before, then you know how to play Opus Dei (go to https://gamesbyjohnny.wordpress.com/2009/10/28/guillotine/ if you don’t know it yet); it’s that similar, right down to the stand-up cardboard easel (see pic below). There are three “rounds” of play (each round is one year), most of which involves making changes to the lineup of great thinkers, as well as a lot of player interaction. But I think it’s a mistake to dismiss it as a “rip off,” because the theme, which is so important in Guillotine, is also of critical importance in this game.

In Guillotine, players are rival executioners, vying to collect the heads of nobles and other public figures whose heads (that is, the cards representing their heads) are worth varying points. The nobles are lined up next to the cardboard “guillotine,” and whichever card is next in line is taken by the player whose turn has just ended. Action cards are used during that turn to manipulate the nobles in line, force a card swap with another player, or do any number of other things. There is a dark humor to Guillotine that adds to its play appeal, but Opus Dei turns that on its head.

In Opus Dei, the players are referred to as “zeitgeists” (literally, the “spirit of the time”), who are tasked with creating a world based on reason and rationality, so they vie for scientists and philosophers (whose corresponding cards are worth varying points). Rather than depicted figures losing their heads when they are next in line, these great thinkers are actually going from “potential” existence to “actual” existence by being incorporated into the world of the zeitgeist. Action cards are also played, and have similar effects as those in Guillotine.

Dema Games, on their web site, refer to Opus Dei as the first Atheist card game. To that end, one major feature is that strictly religious figures – referred to as “fools” cards – are worth negative points, so if they end up in a player’s world they take away points. Some figures thus depicted are Ruhollah Khomeini (the Ayatollah), Sun Myung Moon, and Joseph Smith Jr. The creators of the game make it clear that the great thinkers are champions of reason and logic, and enemies of dogma. Thus, to the extent that a great historical figure is dogmatic, they are branded as fools in this game.

So how different is it from Guillotine, really? The game play is almost identical. Players play action cards, try to manipulate other cards to their advantage, and at the end of that round whichever card is nearest the easel goes to that player’s world. Point values for the cards are even identical (except see the Einstein card, above). But the beauty of Opus Dei is that it is using the very popular and fun Guillotine game mechanic as a platform for a far more interesting theme. The cards depict actual philosophers and scientists, as well as some dogmatic “fools” whose cards are worth negative points (The Reverend Moon, L Ron Hubbard, etc).

The cards are very well done, richly illustrated, and good quality; they include a brief sketch of the  famous thinker’s life and ideas, a portrait, that person’s national flag, and, in some cases, further directions that the player must follow upon receiving the card. Some of the action cards have an effect that is global (all players are affected; these cards stand in the easel), some affect only individual players, and some only have an effect during the current turn.

My first impression of this game was probably the same as so many who think that Dan Brown’s novels have oversaturated the market – I was not looking forward to it. But then I saw the cards, and then looked closer at the theme, and I had to give it a try. I’m glad I did! I have always been a “wannabe” philosopher; it’s those big questions in life that really get me going, and I have always been in awe of the great thinkers that have wrestled, with some success, with those questions in order to give the rest of the world direction and progress.

This is just a game, but it’s a lovely little tour through western intellectual history. One might quibble with (or be aghast at) the manufacturer’s value assignment on some thinkers (How does Hegel get 5, when Hobbes, Locke, and Rousseau are each only worth 3??!!), and there are very few thinkers from the eastern tradition (Confucius, Laozi, and Zarathustra; also Siddartha Gautama – the Buddha – who is worth 0 points; neither positive nor negative). But the value assignment itself leads to an interesting discussion for those with an opinion on the subject, so that is satisfying as well.

All told, I like this game a lot because I have not seen anything like it before and I love the theme, plus it is a nice introduction to the western intellectual tradition. How can that not be a good thing!? As far as game play goes, it is safe to say that since it duplicates Guillotine, it’s a lot of fun as long as you don’t need the comic humor.

I would recommend it to anyone 15 years old and up – it would be a great gift for any thoughtful kid who is first thinking about the deep questions in life, and his or her place in the great big world or in human history. There are obviously going to be people who see it as a condescending attack on their religious beliefs, so this would not be a welcome gift for them. Too bad, I think, because it’s one of those rare games that can teach interesting facts and make you think without taking away from the fun of the game itself.

Opus Dei is not available at Amazon.com, but it is available at their web site:

http://www.opus-dei.co.uk/directretail.php

Sequence

Sequence (Jaxx, 1982) is one of those rare games that can be fun for, say, a grandchild to play with a grandparent, or for two adults, or even for two kids. It’s very simple to learn, has a classic, attractive look, and appeals to all ages.  It is easily one of the best “entire family” games on the market, and has been a solid seller since it was introduced.

The playing board consists of a 10 x 10 grid, where each space is represented by one of 96 playing cards (each corner space is a “free” space). There are two decks of cards, and with the exception of the jacks, two representations of each card are on the board (52 x 2 = 104; 104 – 8 = 96). The jacks are not depicted on the board, and are considered wild cards. See the pic below; notice that the two of clubs occupies a spot in the second and in the fourth row.

Image courtesy of boardgamegeek.com user EndersGame; http://www.boardgamegeek.com/user/EndersGame

Players start with hands of five cards.  The goal of the game is to place five of your chips in a row, and a player gets to play a chip simply by laying down one of the playing cards and setting their colored chip on one of the two corresponding spaces on the board. After a chip is played, a new card is drawn, and so on.

Jacks are wild, but not all jacks are equal. The two-eyed jacks allow a player to place  a chip anywhere on the board, but one-eyed jacks allow a player to remove any card from the board. This of course means that any one spot on the board can be covered by the two regular cards of that type, or else the four two-eyed jacks in the deck, while the one-eyed jacks guarantee that no played chip is really safe.

Image courtesy of boardgamegeek.com user EndersGame: http://www.boardgamegeek.com/user/EndersGame

The simplicity of the game and ease of instruction, along with its classic look have made Sequence a very popular game. There is a large group of people who have no interest in board games but will go out of their way to play a playing card game – and this is one board game that appeals to those people. There are variations, as well, such as the deluxe game (pictured below), a travel version, and more.

Something about the design and play of Sequence makes it really reminiscent of old-time card games (Tripoley and Rummy Royale both come to mind) – where the luck of the draw is a major element, but playing the right card at the right time is critical to success. But that is probably what makes it so popular among the older generations, and that is why I would also suggest it as an excellent game for parents or grandparents – in addition to being a great basic game the whole family can enjoy.

Buy Sequence at Amazon!

Bohnanza

What the heck kind of name is Bohnanza (Rio Grande Games, 1997)?? “Bohne” is german for “bean,” Bohnanza is a pun for “bean bonanza.” Glad we got that out of the way – on to the important stuff.

bohnanza box

This is perhaps one of the most interesting, and well-disguised, rummy games I have ever come across. At its most basic, players are simply trying to create the largest sets of cards they can, in order to then cash them in for coins. Whoever ends the game with the most coins wins the game…BUT… it isn’t that straightforward. The creators of Bohnanza deserve a lot of credit for keeping with the “bean” theme while allowing for a very unique and interactive game.

There are 11 types of bean cards – as opposed to the four suits in an ordinary deck of playing cards – and each bean type has a different number of cards (each card is labeled with the total number of its type): for example, there are 6 “Garden Beans” and 24 “Coffee Beans,” and each Garden Bean card is labeled with a 6, and each Coffee Bean card is labeled with a 24. Each card also has an amusing depiction of that type of bean, and at the bottom there is a range of coin values.

As players earn cards, they “plant” them (i.e., they play the cards in front of them), but they are initially limited to planting two fields only – so they may play only two types of bean in front of them. At some point a player must “harvest” a crop of beans they have planted. The number of cards in the harvest then earns them the number of coins listed on that card; 4 coffee beans earns a player one coin, while 10 of them earn three coins, and so on.

Interestingly from a design perspective, the game does not come with separate coins for scorekeeping; rather, coins are depicted on the card backs of each bean. This is important to the game play because as bean cards are harvested, most of them go to a discard pile that is recycled for continued play. However, the first few cards of that stack are turned over and become coins, owned by the harvesting player, and are thereby eliminated from the game.

bohnanza layout

Once players have started earning coins, they have the option of purchasing a third bean field for three coins – allowing them to plant, then harvest, a third type of bean. A third field comes in handy because the rules force players to make some tough decisions when it is their turn…

Players start with five cards. The cards MUST remain in the order in which they were received. Wow, that’s different; it also affects everything else about the game. Players can see their hands, and hold them so that others cannot, but they may not rearrange the hand. On a player’s turn, he or she MUST plant the top card, and may also plant the second. Then they draw two more cards and turn them face up; they have the option of donating, or trading these cards, or they can keep them for planting. Finally, the player must draw three cards, adding them one at a time to the back of their hands.

The trick here is to plant bean fields that might earn the most coins, and that determination is made by seeing what else is in one’s hand, and also what other players have planted and have negotiated for. Often a player is forced to harvest one field in order to plant another, even though the harvest yields little or nothing. Thus, during the draw phase, it is important for a player to initiate shrewd trades and gain the beans they have already planted. One must also be active in trading during other player turns, for the same reason.

There are a lot of nuances in a game like Bohnanza that I won’t go into here, but there are a great many fans of the game all over the world. In fact, there are at least 17 editions of Bohnanza, some incorporating new rules, and some with new cards or new themes. The Fan-Edition uses art work from players everywhere (see pic above).

It’s not hard to recommend Bohnanza to any gaming family, or any group of people who like games in general and card games in particular. It comes in a reasonably small box, and is as easy to travel with as any large deck of cards. It encourages interaction, risk-taking, probability, and planning, and would be great for any players aged 10 and up. It’s officially recommended for 12 and up, but I think a bright youngster can figure it out.

Now, go play!

Buy Bohnanza at Amazon!

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!