Just Josh, Author at Unfiltered Gamer https://unfilteredgamer.com Sun, 20 Dec 2020 23:49:16 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: DIG! https://unfilteredgamer.com/review-dig/?utm_source=rss&utm_medium=rss&utm_campaign=review-dig https://unfilteredgamer.com/review-dig/#respond Thu, 17 Dec 2020 22:32:05 +0000 https://unfilteredgamer.com/?p=20961 The post Review: DIG! appeared first on Unfiltered Gamer.

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Who Knew That Bombs And Shovels Don’t Mix??

Designed by Rob McBride | Published by Syther Gaming
2-4 Players

So I recently played DIG! from Syther Gaming, designed by Rob McBride, and had a blast! Literally, haha. Blast is a fast 2 player game (5 to 10 minutes) that plays 12 and up where players are trying to dig up more treasure than their opponent without digging up a bomb and having to start their treasure pile all over again.  This will happen several times.

 

HOW DO YOU PLAY?

Each player starts with a basic tool (this can be upgraded), then the 36 treasure cards and 8 bomb cards are shuffled and dealt into 11 piles of four cards each. Players take turns either checking the top card, or digging up 1, 2 or 3 cards according to the ability of their current tool.

Each player takes a turn peaking at the top card of a pile or digging up cards according to their current tool until a bomb is dug up. The player who digs up a bomb immediately ends their turn and loses all treasure cards that have currently been dug up. Do not get attached to your pile of treasure in the beginning, you are not likely to keep it. 

Once all the piles are empty the game is over and whoever has the most points from their discovered treasure pile is the winner!

Do not underestimate the value in being able to peak. Once you upgrade your tool you can no longer peak, you can only dig up cards, meaning you are pressing your luck. The bigger tools let you dig up more treasure at once, but with that comes an increased chance that the next time you put your shovel in the ground you could end up looking like Wile E. Coyote and lose your current fortune.  

You can go the whole game without upgrading your tool (I did win like this) but you will only be able to pick up cards the second time you peak at them, one at a time.

You can also have games where you tie because of unlucky placement of bombs at the bottom of different piles, which happened to me several times. It was still fun like this because it was funny for us both to be blown up at the end of the game despite all our machinations and calculations. 

 

WHAT DID I THINK OF IT?

I liked it a lot. This is a fast, easy pick up game. There is plenty of replay value because you never know where the bombs will be buried in the various piles. Further, you can vary the amount of cards or stacks you bury all the treasure and bombs in.  

I tried the variation suggested in the rules of dealing everything in 4 stacks of 11 cards and this strategy turned out to be very advantageous for sticking with the first tool for the whole game.  This does play well for players who are more ambitious in their digging (you all know I am not the best at pushing my luck) which could have blown up in my face. See what I did there? Bombs… blowing up in… never mind. Comedy gold.

I was a little confused when upgrading my digging tool. The rules say you have to pay treasure out of your discovered pile (the pile you have that has not been blown to smithereens yet) but does not specify if you may pay the cost with the top cards or any card(s) of your choice from the pile. You do not get change back, so if your value(s) listed over pay then you are just being generous. We played using the card(s) of our choice from the pile.

I was frustrated when I first started playing because I was looking for some way to lock or safeguard my amassed treasure. Bombed out of luck there. I thought at first there should be some sort of mechanic to do that by skipping a dig phase or something, but after playing a number of games I retracted that thought. 

If you are worried about blowing up then draw less cards. You will not gather points as quickly, but diminish the odds of detonation. Just because your current tool lets you delve 2 or 3 cards down does not mean you are required to do so.

Oddly enough, I found I favored a less aggressive strategy with this game. I know, sacrilege compared to my usual style you all know me for. I found the peak and dig strategy, where slower, could set up my opponent for a bomb and not mandate self detonation. The trouble I ran into there was that my opponent copped wise to me after a round of that and played the same strategy in return. That became a game of attrition and became a much more calculated game very quickly. 

The game is a fast play, even if you are calculated in your approach. If you both get super serious (red versus green wire… serious business) the game will still be less than 20 minutes. This is a great family game, even being a 2 player game. You could easily turn this into a tournament for the family. This game is the bomb, haha, and I give it 7.5 bombs out of 10, BOOM!

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Review: Lift Off: Get Me Off this Planet https://unfilteredgamer.com/review-lift-off-get-me-off-this-planet/?utm_source=rss&utm_medium=rss&utm_campaign=review-lift-off-get-me-off-this-planet https://unfilteredgamer.com/review-lift-off-get-me-off-this-planet/#respond Thu, 22 Oct 2020 17:49:31 +0000 https://unfilteredgamer.com/?p=20643 The post Review: Lift Off: Get Me Off this Planet appeared first on Unfiltered Gamer.

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So I was recently playing Lift Off! Get me off this Planet! and had a blast with it! It is not in my usual wheelhouse of game styles, but I still play everything thanks to Mike, ha ha.

Designed by Eduardo Baraf | Published by Pencil First Games
2-5 Players | 30-45 Minutes

GAMEPLAY

So the premise of the game is rather simple: you have ten little aliens that find themselves stuck on a planet about to blow up and they need to find a way off the planet by any means necessary.  When I say any I mean literally ANY means necessary.

All ten of each players’ alien meeples start at the core of the planet and have to proceed up to the surface towards one of the four exit points on the planet. The four exit points (means off the planet) are chosen at random and spaced out equidistantly, all players having equal access to each point.  The first person to get everyone off the planet (or the player with the least little dudes left when the planet explodes) is the winner. Here is where it gets a little tricky.

Each exit has requirements for alien meeples (aleeples? aeples?) to ready themselves, has a maximum number of aliens that can be ready to launch at once, and has launch conditions dependent on materials provided and/or the position of the moon. Let’s break this down a bit.

Aliens move onto a launch pad and have to pay materials to then stand up or ready themselves; some spaces do not require anything, some have other special conditions. Once aliens are ready to escape the planet, any prelaunch conditions must be met- that being the necessary materials paid into the spot, the moon in the right condition, etc. and once conditions are met aleeples automatically launch regardless of whose turn it is. Requirements for successful launch may be dependent on a dice role, position of the moon, or other mechanics specific to that location.

REVIEW

That all sounds a little dry, so why did I have so much fun and laugh so much? Because some of the “launch” locations are a bonfire, a trampoline, a ladder, jet packs, a roller coaster, a slingshot, etc. There are some more conventional ways to escape that are also fun, like the rocket ship, but I got more laughs out of some of those I listed.

Honestly, what are the little aeples going to do in space once they bounce all the way up there with a trampoline?? Are they just going to drift until the explosion of the planet dying sends them hurtling into the unknown void? And that has to be more than a double bounce, is that a quadruple bounce? If they are not successful in bouncing off the planet, all the little aleeples then go back to the core and have to start over, so does that mean they built this gargantuan trampoline over a gaping hole in the planet? I have questions like this for many of the hilarious exit points, and they kept me laughing as I was playing.  

Game play is fast and strategy varied. Jessi and I played several nights in a row because we wanted to keep testing out the different ways to help our little aleeples lift off.  I use the term lift off loosely, because I am not sure how much it is lifting off when one climbs a ladder into space.  

Some questions not related to the theming of the game did come up. The moon moves after each player’s turn, and after each full moon rotation the day tracker moves, which counts down the time left before the planet explodes. There is a card that lets players either move the moon forward or backward one space, and we were not sure exactly how the mechanic interacts with the sun marker, because I saw the potential to be an agent of chaos and speed the day marker up by a day. The mechanics say nothing about undoing any effects already in place based on the previous position of the moon.

There is a card that lets players terraform part of the planet and replace a location with no ameeples on it for another, but we honestly never used it. We were having fun with the tiles we had, and you cannot use it as a mechanic to stop a group of other alemeeples from escaping because it has to be a blank spot. Also, it is not giving you any serious advantage over your opponents given that they will have access to it as well. If they are on the other side of the planet, they are likely already grouping up to launch. So you are hoping to find a rapid way to catch up.  I did not think the terramorph card was necessary. 

Also, I wish there was a way to add cards to a location once an aliple was already standing up on the platform. You can pay extra into a location when you are paying the ready cost per little alien, but to pay more you have to spend movement to leave and then repay based on current conditions. Late game in particular, it would have been useful to have another way to pay into launch condition requirements a little more seamlessly.

There is one ‘take that’ mechanic in the little garglore alieple (I am going to keep trying until one sticks- alimeeple?) who starts at the core and can be moved to an exit point to block launches, but it blocks all players, so it is not all that personal unless one player is monopolizing all the space on the launch pad, in which case they kind of brought it on themselves. Admittedly, we did not use the little dude very often. 

Overall I have a lot of fun playing this and am adding it to my current rotation. It is a fast play, and a lot of laughs. There is huge replay value in the varied construction of the planet, and in favorites you will start to have once you get into a few playthroughs. The little aliemeeplely are cute and I still giggle thinking about the logistics of some of their exit strategies. Aliaple? Melians? Alieneeples!! Got it, I read the box, ha ha.

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From the Random Thoughts of #JustJosh: Sometimes It’s Just about Having Fun https://unfilteredgamer.com/from-the-random-thoughts-of-justjosh-sometimes-its-just-about-having-fun/?utm_source=rss&utm_medium=rss&utm_campaign=from-the-random-thoughts-of-justjosh-sometimes-its-just-about-having-fun https://unfilteredgamer.com/from-the-random-thoughts-of-justjosh-sometimes-its-just-about-having-fun/#respond Wed, 09 Sep 2020 04:20:21 +0000 https://unfilteredgamer.com/?p=20334 The post From the Random Thoughts of #JustJosh: Sometimes It’s Just about Having Fun appeared first on Unfiltered Gamer.

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For those that know how I like to play games, I tend to be on the aggressive side. I have a competitive streak in my play style.  But that does not mean that is all I want to do when playing games- be aggressive. Sometimes it is fun to play a game and be a little goofy and laugh. Sometimes it does not matter if you win, if you are laughing and having a good time. Here are a few games that are like that for me.

SHERIFF OF NOTTINGHAM

First up: Sheriff of Nottingham.  I am not well known for my luck in push your luck games, and this has a little bit of that in the game.  It is also about bluffing and calling others on their bluffs as you attempt to either be honest or smuggle goods into town.  There is still a point total to be earned as you are collecting sets and building stockpiles of goods and contraband, and when someone slips something by you you find out rather quickly; but, it gets a lot of laughs when someone says they are carrying 3 loaves of bread in town and the loaves of bread seem to have the ability to shoot crossbow bolts (they were contraband).

There is often a lot of laughter when the active player decides to check bags when they are already running low on money and the bag or bags they check turn out to have exactly what was declared. Maybe your bluff and bride strategy is not going very well and your shipment of chickens smells suspiciously like large barrels of mead, “These are some very funny looking chickens!!”

I often have the most fun playing this game once I start to lose because then you are free to be a little more goofy and laissez faire in your style of play. This sometimes helps you make a come back, too, because then you are a little harder to read when bluffing.

EPIC SPELL WARS OF THE BATTLE WIZARDS

Another game that always gets a laugh is Epic Spell Wars of the Battle Wizards. Let me preface that this one is not exactly #familyfriendly. The art and text on the cards are usually either NSFW or pushing the line a bit. That said, it is a ridiculous, over the top type of ‘take that’ game. It is a bit competitive, but you can’t help but laugh when you read some of the spell combinations assembled.

There are several versions out for this game, some more debaucherous and adult oriented than others, and they all play together well. This will appeal to the type of crowd that likes playing Cards Against Humanity. It has a darker sense of humor and likes to play the lowbrow type of jokes that come with that genre. That said, if you are with the right group and not worried about being appropriate (because it is not) then this always gets laughs. 

It is a game where you play card sets that then target and attempt to knock out other players from the round, while not taking too much damage yourself. Depending on the player, the cards have the ability to combo into some rather complex attacks that do a surprising amount for the style of play presented, so it will keep the more serious gamer happy, but is just as easily played by a more casual friend who is hanging out to have a laugh. I also like the mechanic of the dead wizard cards. Even when someone is out for that particular round, there are still actions to take and advantages to be gained for the next round so the players who start collecting kills early on are not left to run away with the game.

GALAXY TRUCKER

One of my all time favorites to play for a laugh is Galaxy Truckers. The group I play with often includes house rules during the construction phase for more experienced players (less time to build, every piece touched has to be included, tiles are face down, etc) so everyone has a fair shot at getting their wreckage or ship across the finish line. Spoiler alert, almost no one does if you do it right.  

There is still urgency and a want to do well in the game, it is always engaging. You legitimately care when building your ship that it is as complete as possible and is well constructed. But if you know the game you know that once the cards start getting played for the various attacks, encounters, space debris, and other events that your ship is going be much the worse for wear by the time you get to the end of the round. Often, you do not make it. And as odd as that may sound, that is the fun of it.

As you see your poor little ship and meeples try to traverse the galaxy with their cargo you will find yourself laughing as a third of your ship is blown off and left to drift in space because you were only able to connect that section by one connector and it got hit by a large asteroid.  Oh well. You will be giggling as the other members of your crew who were in stasis are now going to sleep forever in the vast void because space pirates bombarded your ship with lasers and that part of the ship was lost. Sucks to be them.

There is something a bit childish, but also inherently fun about destroying and blowing things up sometimes. I know I am going to lose, but I am okay with it because it is funny when suddenly all the asteroids are plowing into the side of your ship and hitting every open port available. By the end, it is not so much a game of who won, but who got beat up the least by the end of the third round. You’ll still have points to total up and a winner to declare, but more than anything you laugh a lot while playing. At least I do.

What games are your go to games for a fun time and a laugh, let me know in the comments. And as always I look forward to seeing you next laugh!

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From the Random Thoughts of #JustJosh: A Few Favorite Genres in Boardgames https://unfilteredgamer.com/from-the-random-thoughts-of-justjosh-a-few-favorite-genres-in-boardgames/?utm_source=rss&utm_medium=rss&utm_campaign=from-the-random-thoughts-of-justjosh-a-few-favorite-genres-in-boardgames https://unfilteredgamer.com/from-the-random-thoughts-of-justjosh-a-few-favorite-genres-in-boardgames/#respond Tue, 18 Aug 2020 15:42:20 +0000 https://unfilteredgamer.com/?p=20218 The post From the Random Thoughts of #JustJosh: A Few Favorite Genres in Boardgames appeared first on Unfiltered Gamer.

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We all have different themes we love, but if they are not attached to the right style of play then the game will not likely be as fun as one would like.  Odds are, we play them anyway, but they do not become go to games, or get a coveted spot on the favorites shelf/shelves. Shelveses. What is the plural of shelves for when you have lots of shelves?

SOCIAL DEDUCTION GAMES

I love social deception games. Absolutely love them! Even more so when I am the ‘other’ in the group. It varies depending on the game, but usually the character or characters are some sort of betrayer, saboteur, killer or monster, etc. You are sneaking around secretly undermining and/or eliminating the other players in the group. And it gives me such a sense of satisfaction when I am successful in that role.

I actually enjoy whether they figure me out before I win or not as each has its own sense of accomplishment: either I completely fooled the group and got them all, or by the time they figured it out they could not stop me and I won anyway. Werewolves is a classic in this genre.

I can still remember the first time I was a lone wolf in a group of about 9 people playing with Mike, Calli and others. We were playing a very basic version of the game that also included the sheriff (leader of the group who votes first and counts somewhat heavier than the other players). I managed to get Mike and Calli to doubt each other and elect me sheriff as I was a clear, outside party in the struggle to find the wolf. I somehow managed to argue my way into not being a suspect based on who was being eaten each night. When all was said and done, the lone wolf was the only remaining resident of the village. That felt fantastic, I was laughing so much at the confusion and frustration of everyone else at the end. Betrayal at House on the Hill is another favorite in this genre. You know who the betrayer is in the group, but there are secret objectives and mechanics at play that neither side knows about the other that make this interesting- not to mention the crazy replayability given the list of possible scenarios. I still greatly enjoy winning if I am not the betrayer in the group because I or we have managed to figure out who the person was and managed to stop them. We outsmarted them. You all know I am egotistical and full of myself, so that still feels great. Also, replay value is big with me. To mention just a few others that I love in this genre are The Resistance, Coup, and Growl.

COMBAT/TAKE THAT

If you know me, you know I tend to have an aggressive style of play hence liking games with a take that, or combative element. I always loved (and still play casually) Magic the Gathering. That is the definition of combat and take that. I like games that include these mechanics without necessarily making it the only thing players do, too. Sometimes you can mess with other players by hate drafting, or blocking plays. I count those types of moves as a take that. Cutthroat Cavern comes to mind, Drakon, Dragoon, Boss Monster and Rising Sun all have combat and/or take that actions which players may do or take in the game.

One of the best games I have seen include direct combat mechanics, that does not create as much of the inevitable anger between players for attacking one another, is Cosmic Encounter.  I love the versatility of the game given that they have so many different character/species cards, but what it really does well is that it forces the first attack of each player’s turn which eliminates the drama between players. Why are you attacking me? What if you attack that person instead? If you attack me I am going to come after you so hard! We have all heard these and a plethora of other arguments and whining from different players. Combat in games can be tricky with some groups because some players take things personally and have trouble seeing the plays in the game as just plays in the game.

Now, just because I like take that mechanics does not mean that I like all of them.  I don’t like it when there are one or two cards in the deck that are ridiculously over powered. When those pop up they tend to throw a monkey wrench into the balance that the rest of the mechanics observe. Catch up mechanics are a good idea to keep players interested when they are trailing. But when you have a card that one of the trailing characters can play to cripple the lead player and completely stop them from even winning, you likely just ruined the play experience of that player. That is broken. Further, why are skip a player/turn mechanics still a thing? The industry is far reaching and incredibly creative, so can no one think of a better way to stall a player without skipping their turn? No one wants to play a game to sit and not play the game. Being skipped sucks and often gives other players a huge advantage. Taking an extra turn is not often a great mechanic either, but it is not as bad as missing a turn.

COOPERATIVE GAMES

I also really enjoy cooperative games, but a specific type. I like cooperative games that are decidedly challenging. Often these are resource management, but not exclusively by any means. Some that come to mind are Ghost Stories, Forbidden Desert, It Evil Below, and Pandemic. If you have played these or have seen us play any of these on the stream then you know that they can be challenging. This is what I like. If the game is too easy (I am not including the tutorial difficulty) then the excitement just is not there. I want to know there is a constant and very real chance that the team will lose. It builds tension and angst (not teenage angst, I get enough of that at work), and makes each move feel like it is important. The victories in those games are hard fought, often down to the wire, and give such a sense of accomplishment once the team wins!

These are only a few genres I enjoy, I will be writing about more in the future. What are some of yours? Let us know and share your thoughts in the comments below! 

And as always we look forward to… seeing you next blog!

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From the Random Thoughts of #JustJosh: Dice https://unfilteredgamer.com/from-the-random-thoughts-of-justjosh-dice/?utm_source=rss&utm_medium=rss&utm_campaign=from-the-random-thoughts-of-justjosh-dice https://unfilteredgamer.com/from-the-random-thoughts-of-justjosh-dice/#respond Tue, 04 Aug 2020 18:37:09 +0000 https://ug.bigleaguecreative.com/?p=19918 The post From the Random Thoughts of #JustJosh: Dice appeared first on Unfiltered Gamer.

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Rambling a bit about dice. We’re all gamers, so I am assuming others can relate to the desire to collect things. I feel like it is an innate thing in many gamers: the need to collect. To that end, let’s take a look at one of the things I collect. I swear, I don’t have a problem. Dice.

Dice are one of the simplest and oldest components as far as gaming pieces go, and also the most versatile.  The exact origin of dice is not known, because they have been around that long.  They are mentioned by Socrates in some of his writing and various other ancient scholars. Given that they have been around a little while, it is understandable that there have been some variations on the original design in the form of number of sides, materials, colors and size.

The cube is always a good go to. The trusty six sided die. We all know it from our early games as kids; it is a great mainstay.  Personally, I have no preference between dots or numbers although some do- to each their own. Different sizes and colors of six-sided dice can be fun. Pocket sized (as if they are not already small enough to roll under furniture and get lost) and jumbo add a little bit of variety to any game one is playing. Jumbo are not always practical when one has to roll a handful of dice, but I like the heavier weight and they are great for display.

Speaking of heavy metal…  and wooden die. Okay, heavy and potentially lighter.  I like a more substantial die.  The feel of something more in your hand just feels better to me.  The downside is that they tend to be louder in use, and when being thrown too hard (we all have that one gaming friend who likes to send the die flying across and subsequently off the table) they have the potential to ding or damage some game components.  They also do not roll as far. I have a red and orange with gold metal set recently acquired from Metal Dice Set Company. On the lighter side- wooden dice.  They can look gorgeous, who doesn’t appreciate some great woodworking, but they can be inconsistent or off balance.  Wood varies in consistency of density more so than plastic, polymer or metal resulting in essentially loaded die.  But they do make a beautiful display piece.

We all have our favorite colors, and a dice set is a great way to show that off.  Maybe you like to go classic old school with black and white, maybe you are a nature person and you like greens, or you like yellow or blue; maybe you like chartreuse our mauve, who knows. My first full set is the best color (red) and was actually a compilation of individually acquired dice.  Since then my addictio.. I mean my desire to collect die has led me to buying a wide variety of sets.  Variety is the spice of life, I believe they say.  They also say hunger makes the best spice, but I am not sure what that has to do with dice.  Anyway, I now have a variety of themed and colored sets. I think two colored sets where the colors are swirled together are my favorite. The swirl means your dice will be unique. I like that. More commonly, and still cool looking, are half and half die. Even mixing and matching off colors can be fun for the random look of your set then.  I recently started adding stripped die to my collection, too. I have one particular set that is tricolor.  Yes, I know how stripes work, just hear me out. They are a white base with a black stripe through each die in the center and dark silver highlighting the black.  They look pretty cool.  I do not remember where I have bought all my dice, but in recent years I have bought some of my sets from Gate Keeper. I also like to go to hobby shops and conventions, when possible, and buy grab bag type of loose dice to further feed my addict- I mean further supplement my collection.  I may have a problem. I always end up spending more than intended, even if when really did not have a budget in mind, and still leave wanting to buy more.  There are so many cool effects and variations: see through, glow in the dark iridescent, translucent, sparkly, shiny, crystalline, mirrored, the list goes on. I WANT THEM ALL!

A few of the variations I have in my collection are crystal dice, bone dice and dice with symbols on them.  Often dice with symbols on them belong to a particular game so they are not open to general use, but others have a symbol only on the 20 of a D20 or mayhap the 1 depending on the die. A countdown die will often have this feature.  My bone dice are D6s that have pronounced corners. Unfortunately they are plastic, so if anyone has a beat on some dice made from actual bone please contact me. I ask for a friend. For those of you not familiar with crystal dice, they are shaped like a crystal- think a raw piece of quartz. Or, think of a cylinder that someone seriously screwed up when they made it. See the picture. Anyway, they are fun and catch other players’ attention when you start rolling them across the table. It is fun to flex and show off your favorite, unique and snazzy dice and these definitely fit the bill.

Unnecessary but fun additions to your voluminous collection (I am assuming the rest of you have the same proclivity as do I) are bags and dice towers. I have a leather pouch a friend made for me years ago, and a cloth one with a dragon embroidered on it. One is not enough to hold all the loose die in my collection. Don’t judge me. Dice towers are helpful in that they ensure that one cheating bastard friend does not try to ‘toss’ die in a way to achieve a particular result. If they have a catch tray they stop dice from going everywhere or landing on non level surfaces. We’ve all had arguments about if it was a 2 or 6 because the die was leaning partway on the gameboard or something. I have a cat themed dice tower I got from Broken Token at GenCon last year that I love because it also folds up. No, I do not carry it around. Really.

Okay, so I have a problem. But I love collecting dice. I am not going to stop anytime soon as evidenced by recently adding a red and milky white set found on Amazon to my growing mountain of glorious polyhedral statistic deciding totems. They are so much fun and are used in so many games.  If you are designing your own game, they are one of the easiest ways to add some chance and random number generating to the action. There is a reason they have been around for as long as they have, and will be for years to come. Finally, the answer to your burning question: … you totally forgot didn’t you? Is there such thing as a two sided die?

Yes! It’s called a coin. HA!

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Polemic Review: How Well Do You Know Your Friends? https://unfilteredgamer.com/polemic-review/?utm_source=rss&utm_medium=rss&utm_campaign=polemic-review https://unfilteredgamer.com/polemic-review/#comments Sun, 06 Aug 2017 02:59:41 +0000 http://unfilteredgamer.com/?p=712 Polemic is a social deduction and guessing game where 3-6 players attempt to deduce their opponent’s opinions on a range of topics.   Polemic Card Game Stats:   Players: 3-6 players Time: varies Ages: 8+ By: Garden Path Games Retail price:  $15 Categories: Party, card game, social   Polemic Game Play: Each player is given a colored set of […]

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Polemic is a social deduction and guessing game where 3-6 players attempt to deduce their opponent’s opinions on a range of topics.

 

Polemic Card Game Stats:

 

Players: 3-6 players

Time: varies

Ages: 8+

By: Garden Path Games

Retail price:  $15

Categories: Party, card game, social

 

Polemic Game Play:

Each player is given a colored set of cards: two opinion cards (like and dislike) and a set of guess cards numbered from 0-6. The deck of topic cards is placed in the center of the gaming area. Should the group number less than 6, any guess cards that give a number larger than the total number of players can be removed from the game.

 

Plays begins with the player who read the rules taking the first turn. Said player draws a card from the topic deck. He or she then chooses one of the topics listed on the card to be the topic this turn, and relays it to the other players. The final topic on each card offers a chance for the selecting player to make up their own topic for the round.

 

Each player then chooses one of their opinion cards, like or dislike, that best reflects their own opinion on the topic, and places that card face down. Each player then chooses one of their guess cards that reflects how many among the group (including themselves) they believe will like the topic.

 

Once all players have made their choices, all cards are turned face up and the number of players who liked the topic are counted. All players who correctly guessed the number of likes receive 1 point.

 

Play continued clockwise amongst all players. The game ends immediately when one or more players earn 4 points. Those players win the game.

 

polemic review

 

Polemic Review:

Polemic is a game that, I believe, encapsulates many of the greatest elements of tabletop gaming. It can be learned in minutes, it’s minimalist contents make it easy enough to throw in a backpack or purse, and it allows both familiar gaming groups, as well as casual encounters at get-togethers or parties, to get to know each other in a way that’s judgement free (mostly, we’ll get to that later) while still being a riot to play.

 

When it comes to considering Polemic as an addition to your collection of games, the question you shouldn’t be asking is “Do I want this game?” but rather, “How well do I know my friends, and how badly do I want to know the stuff I don’t?” If the answer to the latter is firmly in the camp of the inquisitive, you’ll find out plenty.

 

And, knowing the people you’re playing with is key, although you can still have a heap of fun if you’re facing down complete strangers. Being able to correctly deduce the proclivities of those around you can certainly give you an upper hand in acquiring the win, but throwing on your Deer Hunter and trying to Sherlock your way into everyone else’s head is just as entertaining. Did one of the other player’s let slip a quick smile at the announcement of the chosen topic? How shifty is their gaze? Throw down your guess and find out, just don’t give your own opinion away.

 

To coincide with the release of the game, the game’s creators (Garden Path Games) have also release a separate Adult Topic Pack that provides an entirely new (and infinitely bawdier) pool of possible topics to be thrown down.

 

Should your find yourself burning the midnight oil with a group of like-minded individuals, you may find these topics more to your liking. Ever found yourself wondering whether your seemingly innocent friends find themselves partaking in the more closeted and seedy practices of the adult world? What better way to find out that in the pursuit of clarity and, more importantly, victory at the dining room table. Be ready though, once the cards are face up, no one can say they didn’t entirely expect the Spanish Inquisition.

 

Polemic is a fast paced and simple party game that offers a million laughs and more to play groups willing to bare all. Get ready to find things out about your friends that you might never have known before, but keep in mind, they might just learn things about you too. 

 

Polemic is available for purchase on the Garden Path Games website.

 

Unfiltered Gamer was sent a copy of Polemic to review, but our opinions remain our own.

 

Related Games:

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Celestia Review: Navigate the Skies in this Cooperative Competitive Board Game https://unfilteredgamer.com/celestia-review-board-game/?utm_source=rss&utm_medium=rss&utm_campaign=celestia-review-board-game https://unfilteredgamer.com/celestia-review-board-game/#comments Thu, 13 Jul 2017 02:40:20 +0000 http://unfilteredgamer.com/?p=647 Celestia is a competitive bluffing game in which you compete to acquire loot while navigating perilous skies.   Celestia Board Game Stats:   Players: 2-6 players Time: 30 minutes Ages: 8+ By: Aaron Weissblum Retail price:  ~$25 on Amazon Categories: Cooperative/Competitive, Fantasy, Bluffing, Steampunk Celestia Game Play: Initial set-up first involves assembling your trusty vessel before laying out the sequence […]

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Celestia is a competitive bluffing game in which you compete to acquire loot while navigating perilous skies.

 

Celestia Board Game Stats:

 

Players: 2-6 players

Time: 30 minutes

Ages: 8+

By: Aaron Weissblum

Retail price:  ~$25 on Amazon

Categories: Cooperative/Competitive, Fantasy, Bluffing, Steampunk

celestia review

Celestia Game Play:

Initial set-up first involves assembling your trusty vessel before laying out the sequence of islands you and your cohorts will attempt to reach, each island having an ascending baseline for treasure value. Each player is dealt five ‘equipment’ cards that are used to navigate various challenges, as well as special cards that can be used to overcome tricky obstacles, or simply kick a pesky rival off the boat.

 

Play begins with all players starting on the deck of the ship above the first island. One player is chosen to be the captain. Said player rolls a number of ‘challenge’ dice equivalent to the difficulty of reaching the next island on the journey. The die roll reveals which, if any, cards must be played to continue on the journey. The captain compares his or her equipment and deduces whether he or she may succeed.

 

At this point the captain can bluff: stating that they are capable of succeeding, or that they are not. The other players each decide to remain on the ship, or disembark to loot the island. Players who leave the ship get a loot card from that island, but forgo the opportunity to get to a richer island.

 

Once all players have chosen, the captain  plays the cards required to continue , or if they cannot, all remaining passengers go down with the ship. Play continues with the captaincy rotating between all remaining passengers until the final island is reached, or the ship fails on its journey. When the ship fails, play starts over from the first island with all aboard, and each player is dealt a new equipment card.

 

Each loot card a player receives from an island has a score value, with farther islands having higher value loot. The game ends immediately when a player acquires 50 or more points of loot.

 

celestia game review

 

Celestia Review:

Upon initial set-up of Celestia, one could easily be drawn into a tragically false sense of security. The art style is whimsical, reminiscent of a favourite children’s book, with each of the available crew members bearing wide, happy grins, so eager are they to embark on their journey to fame and fortune. The aesthetic of each island is fantastic, with pink, vibrant islands going hand-in-hand with endless waterfalls and luscious plant life. The look of the assembled board oozes joy and the potential for a loving and warm game between friends or family.

 

That is, until the backstabbing begins.

 

Were I to compare Celestia to one other game, I feel the most apt comparison would be Texas Hold Em’. Despite not being a board game in it’s own right, the collective urge to manipulate and use people into making your joint task more profitable before bullying them out entirely is very much what each and every game of Celestia is all about.

 

Coercion, lying and betrayal are at the black, duplicitous heart of a game wrapped in whimsy. Enemies are watched closely, their own face down hoard of loot cards a looming threat to your own victory, while alliances are formed, each party using the other to push forward towards higher value booty, all the while patiently waiting for the opportune time to forcefully leave the other behind, once their threat overshadows their use.

 

Celestia’s gameplay is fast paced and full of surprises, while being easily taught within a single round of play. Perfect for family play or board game night with friends.

 

If you enjoy push your luck games or the simple joy of calling an opponent’s bluff (or putting forth your own) Celestia is a worthy addition to your collection.

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