roll & write Archives - Unfiltered Gamer https://unfilteredgamer.com Thu, 18 Jul 2024 03:41:13 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: Fliptown https://unfilteredgamer.com/review-fliptown/?utm_source=rss&utm_medium=rss&utm_campaign=review-fliptown https://unfilteredgamer.com/review-fliptown/#respond Thu, 18 Jul 2024 03:38:39 +0000 https://unfilteredgamer.com/?p=23837 The post Review: Fliptown appeared first on Unfiltered Gamer.

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Publisher: Write Stuff Games
Player Count: 1-4 Players
Game Length: 30-40 Minutes
Complexity 2.25/5

Saddle up your band of ruffians and explore the Wild West in one of my favorite flip and write games ever!

In Fliptown, players resolve their problems (and life choices) with a simple deck of cards. It’s the value and suit of the card drawn that’s going to open a gateway into a sandbox-style world where you’ll choose to seek your fortune mining gold, rustling up trouble in the badlands, seeking adventure on the trail or exploring all that the frontier towns have to offer. The sheriff’s hot on your trail, so be quick to earn your fortune while avoiding the law.

Breathing new life into the flip and write genre, Fliptown pushes boundaries with interesting turns and rich rewards. Designer, Steven Aramini had previously found success with micro games such as Sprawlopolis and Circle the Wagons – games full of tough choices and tight turns. It’s exciting to see him branch out with a Fliptown, a grand celebration of the art and spirit of Western America… all tied beautifully together in a box that will fit on any size shelf.

ON YOUR TURN

Everything Fliptown has to offer literally stems from a simple deck of cards (albeit, a thematic and beautifully illustrated one). On your turn, you’ll draw 3 cards, using the results to make your choices. The suit will determine the area of your player board you tackle while the numerical value determines the strength or area you pursue. The third card is placed toward your ongoing poker hand that resolves after a single round of 5 turns.

Each player has a reusable dry erase board presenting all the actions you have available. At first glance, it can be a bit overwhelming since it appears there is a lot going on. But I promise you, it all comes together logically and quickly without hardly any struggle.

Representing each of the 4 card suits, players can visit 1 of 4 areas per turn. Each of these areas are thematically highlighted by different mini-games to conquer. The value of the 2nd card chosen will determine what you can accomplish in the area. For example, mining gold presents a tech-tree puzzle where you’ll use your card value to mine further down earning bonuses along the way.

Yes, Fliptown is all about the combos and bonuses along the way. There are definitely ways to extend your turn, and give you that big gun feeling while earning you additional actions and resources.

One of the highlights of Fliptown is in its ability to tell a story throughout the game without diving into an unnecessary narrative. Seeking to rob a stagecoach in the badlands can lead to big rewards or huge legal trouble with the law. The actions come to life, and while the decision is resolved in a matter of moments, your choices begin to shape your adventure in unique and exciting ways.

Traveling to the town provides the opportunity to invest in a ridiculous number of Wild West activities. Visit the undertaker, the church, saloon, general store, land office, gunsmith, bail bonds and plenty more. Each sub location provides fun ways to modify your abilities, benefits and pursuits.

In the end, the player with the most points (or Wild West fame) is the winner. You can play it safe, seeking to avoid the law and go on your merry way… or you can push your luck with hopes of greater victory. Higher reward always comes with a cost and in Fliptown, it’s the sheriff you’ll want to avoid. Each round, players face increasing heat from the law. As you take actions, you’ll accumulate wanted icons that put you in conflict with the local sheriff. Of course there are ways to mitigate these dangers and in the Wild West, even sherifs aren’t above a bribe or two.

Players choose 1 of the game’s 14 personas giving you unique, asymmetrical actions to help you along your trail. Community goals give players additional pursuits to garner game changing points.

Riding Solo

Fliptown also features a simple yet engaging solo mode that creates new challenges as you face off against 4 different bots. Fliptown is a bit of a multi-player solitaire experience, so it isn’t much of a reach to transition to a solo game. I’d even recommend Fliptown just for the solo gamer.

ARTWORK & COMPONENTS

Fliptown is beautifully illustrated with decorative, turn-of-the-century stylings, a rusty, orange hue and mesas adorned with cactus set amongst endless vistas. I love the vibe of the artwork and it immediately draws me in each time I pull this one off the shelf.

This is a big game in a small box with somewhat minimal components. The deck of cards, goals, player personas and dry erase markers round out the package.

If I’m going to be critical, the type on the player board can be a challenge. The design team did a great job working within the boundaries of the board size and box, but it would have been nicer if some of the type wasn’t so small. It obviously hasn’t ruined my enjoyment of the game, but it is worth noting.

The rulebook does an amazing job navigating you comfortably through the game’s actions, areas and rule variants.

PROS & CONS

➕ Exciting choices

➕ Simple, yet deep actions

➕ Activate areas full of personality

➕ Beautifully thematic production

➕ Easy setup and teardown

➕ Tons of replay ability

➕ Great solo and multiplayer

➕ Quick play time

 

➖ Some of the text is challenging to read on the boards

➖ That’s really it – this is one of my favorites of the year!

WHY WOULD YOU LIKE THIS GAME?

Fans of games like Hadrian’s Wall and Fleet: The Dice Game are going to find the most to enjoy here. This is a think-y, sandbox-style flip and write that rewards players looking to venture down multiple paths. While it certainly isn’t heavy, it will take a moment to familiarize yourself with the game’s choices, icons and functions. That’s all a necessary and worthwhile pursuit to grant passage into the richness, depth and enjoyment the game offers.

WHAT IS THE BEST THING ABOUT THIS GAME?

I’ve talked about the execution of the theme, the cool turn choices and the ingenious use of a playing deck… so I’ll give props to the combos. So many games fail to provide the right amount of combos. Too many and the game feels cheap… too few and there isn’t enough excitement. Fliptown brings a great level of bonus actions where you feel satisfied, but not overwhelmed. There’s really a nice balance to it.

FINAL THOUGHTS

Are you looking for a meaty, flip and write style game? Check out Fliptown. Maybe you’re looking for an engaging western-themed game? Fliptown works for that. Or perhaps you’re looking for a fun experience with satisfying choices? Yep… Fliptown.

Despite the complex player interface, this is a highly accessible game that’s quick to learn, easy to set up, plays smooth and fast and works for any of the 1-4 player counts.

The beautiful production immediately draws you in and from there it’s guns blazing. I love the huge variety of choices that provide a near infinite number of paths to pursue. Turns feel powerful without cheapening the game and Fliptown gives you the sensation of accomplishment despite the player’s skill level (or lack of).

Of course your enjoyment of the theme can certainly affect your overall experience. I love the romanticized vision we have of a nearly civilized western society coming to terms with an untamed world around them. Fliptown does a fine job of embracing this vision, but being “in to” western themed games isn’t necessary to enjoy this one.

Fliptown doesn’t quite dethrone Hadrian’s Wall as the flip and write boss for me, but it’s in the neighborhood. ‘X’ and write games have always leaned on the lighter side and quality, heavier games in this space are few and far between. Fans of games like Hadrian’s Wall are going to want to get in on this.

After nearly a dozen plays, Flip is easily on the shortlist for game of the year (2024) for me. After wading through dozens of lackluster games, it’s experiences like Fliptown that remind me why I love board games. I can’t recommend this one highly enough.

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Review: Walking in Burano: Roll & Write https://unfilteredgamer.com/review-walking-in-burano-roll-write/?utm_source=rss&utm_medium=rss&utm_campaign=review-walking-in-burano-roll-write https://unfilteredgamer.com/review-walking-in-burano-roll-write/#respond Thu, 18 Jul 2024 03:19:33 +0000 https://unfilteredgamer.com/?p=23834 The post Review: Walking in Burano: Roll & Write appeared first on Unfiltered Gamer.

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Walking in Burano: Roll & Write
Publisher: EmperorS4
Player Count: 1-4 Players
Game Length: 30 Minutes
Complexity 2/5

Set on the island of Burano in Venice, players will work to decorate their home with plants, curtains, chimneys as well as the ever-present house cat in an effort to appeal to the frequent tourists and local inhabitants. Meet their high demands and earn their adoration in this dice drafting roll and write game. 

ON YOUR TURN

Walking in Burano: Roll & Write is a new version of the original board game, Walking in Burano from the same designer. I haven’t had the opportunity to play the original so there obviously won’t be any direct comparisons.

In this version, players will serve as decorators taking turns drafting dice and adorning the local homes with flair and enhancements to appeal to the local community. Burano is a vibrant tourist destination and visitors will often stop to admire the brightly colored real estate.

On your turn, you’ll place one of your boats on the canal next to one of the 6 available dice. Each round, the 6 uniquely colored dice are rolled and placed in their respective spots. Each dice reflects a specific home on your player sheet and the value determines how you can interact with that home if that dice is chosen.

There are 5 different ways to interact with each home. While each home is unique in its decorating opportunities, you can generally address any of these areas as long as you meet that decoration’s “mini-game” requirement. Planting flowers requires you to label the plant with a die value equal to or lower than any previously planted plant in that home. Cats can be added as long as the die value equals the floor the cat is on. Red or blue curtains can be added depending on the die being odd or even. Each streetlight has a specific number. Finally, chimney’s across the street will need their own unique number.

Each player will receive 2 die actions per round. There isn’t a ton of interaction aside from the general race to the finish and choosing a die previously chosen by an opponent. The penalty is a coin to the original resident of that dice space.

After all players have chosen their dice, they have the option to invite a guest. There are 10 unique guests all looking for a unique pattern present in all the houses. For example: inviting the photographer scores points for all the cats in a single house. The tailor is looking for a pair of red and blue curtains throughout the entire block. Santa Clause (yes, Santa Clause) scores points based on the total value of all the chimneys at the time he’s invited. You’ll score points in a variety of ways with some based on an individual house, while others would score an entire floor.

The game ends when a player has invited their 5th guest, so the push and pull of the game is in the balance between maximizing your scoring goals and actually activating those goals. When you invite a guest you score that goal immediately, often forcing you to leave points on the shelf in your pursuit of 5 goals before your opponent. Ultimately, the player with the most points wins the game… and that may not be the player who finished all 5 invites first.

ARTWORK & COMPONENTS

While the artwork is colorful and fun, this is a pretty basic production. The publisher’s creatively tied in the canal/dice holders to fit nicely in the box and still provide some dimension to the play area. Unfortunately, like the majority of the game, the paper quality isn’t the best and everything feels kinda cheap. I’d like to think the components don’t  diminish the game experience, but it was definitely something I noticed with each play.

The rulebook is simple and clear. The different requirements are easy to find making it easy to jump right in on your first play.

PROS & CONS

➕ This is a quick and simple game that works for a broad audience

➕ The rulebook is clean and clear making it easy to learn and teach

➕ The theme is enticing on its own. While it doesn’t shine through intensely, there are going to be those who appreciate the personality and setting.

 

➖ While production quality will likely keep the cost down, it is a bit of a disappointing production.

➖ Turn choices ultimately aren’t that interesting. While you’re at the mercy of the dice, pursuing certain objects may or may not pan out. I wasn’t that excited or distraught no matter the outcome.

➖ This is going to sound funny given that this is a game of luck, but everything felt a little deterministic. While some are going to win out and often win big, I’m just hoping I choose the right objectives to pursue. It may work out… it may not, but there didn’t seem to be a lot I could do about it once I was committed to a strategy. You can mitigate the dice by spending coins, but that’s even limited.

WHY WOULD YOU LIKE THIS GAME?

Walking in Burano comes across as a less refined version of Welcome To, but there are still some interesting choices and personality in the box for serious fans of roll and writes. The complexity level is just there enough to create an interesting experience for someone new to gaming or roll and writes in general.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about the game is the tourist personalities. They are each searching for something different and willing to score in their own way. This does add some diversity and replayability.

FINAL THOUGHTS

If you’ve made it to this point in the review, it’s pretty clear that I’m not jumping up and down for Walking in Burano: Roll & Write. It’s not that it’s a bad game, but rather a bland game. The turn choices aren’t that exciting and it all feels so random. The game’s production doesn’t do itself any favors either.

I mentioned briefly that this feels like a watered down version of the game Welcome To. It’s not nearly as refined and clever and the choices just don’t get me excited. There just isn’t a whole lot here that’s memorable.

The solo mode may be the way to play this. It’s super easy to implement and you can play at your own pace. In fact, the game as a whole is really easy to get into. It does play quickly, giving it some virtue under the right circumstances.

As a fan of roll and writes, I’m willing to give these types of games a little extra grace, but this isn’t one I’ll likely revisit. Perhaps if you’re a fan of the original game this might be something to check out out of curiosity.

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Review: Cartographers: Map Pack 4, 5 & 6 https://unfilteredgamer.com/review-cartographers-map-pack-4-5-6/?utm_source=rss&utm_medium=rss&utm_campaign=review-cartographers-map-pack-4-5-6 https://unfilteredgamer.com/review-cartographers-map-pack-4-5-6/#respond Sat, 17 Sep 2022 23:48:15 +0000 https://unfilteredgamer.com/?p=23177 The post Review: Cartographers: Map Pack 4, 5 & 6 appeared first on Unfiltered Gamer.

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Publisher: Thunderworks Games
Player Count: 1-100 Players
Solo mode: Yes
Game Length: 30-45 Minutes
Complexity 2/5

Travel to distant lands, traverse the mighty tundra and haggle with merchants in this new set of expansion maps for Cartographers or Cartographers Heroes. Each map introduces new challenges, new scoring opportunities and new ambushes for fans looking to extend their cartographer adventures.

Cartographers is generally recognized as one of the top flip and writes on the market and likely the best fantasy-themed flip and write available. I had heard solid rumblings online and purchased Cartographers on a whim at my local gaming shop. I was super pleased to see it live up to the hype. I instantly fell in love with the decision making and accessibility. This is something the entire family can get into. It looks great, provides just enough variety and drawing the terrain on your map is just plain fun.

These new map expansions aren’t re-inventing the wheel and I’m already a big fan of the game… so it’s no secret that I approve. But, let’s dive in deeper and see what each new map offers, if it’s enough to get you excited and help you determine if you need these as part of your Cartographers ensemble.

MAP PACK 4—FROZEN EXPANSE: REALM OF FROST GIANTS

In these double-sided maps, players are traveling to the frozen expansion—home to the Frost Giants—to pick up the pieces where a past cartographer left off.

These new maps feature faded terrain spaces that must be filled in with that specific terrain type. There are also frozen lakes that when surrounded, claim coins.

The biggest addition are 2 new ambush cards: The Dire Wolf Prowl and Frost Giant Advance. The Dire Wolf actually destroys an empty scouted space removing it from scoring and you know how limited space is as it is. A carefully placed wolf and dead space can truly multiple the damage caused to an opponent. The Frost Giant, on the other hand, must be surrounded or destroyed to avoid seasonal losses.

This map is all about forcing you to work within your limitations. The faded terrain spaces can be both a problem or a benefit… but they’ll take careful planning. The frozen lakes can provide a nice bump in coin, but it’s the ambush cards that produce the most unexpected twists. That’s not to say this isn’t always the case in Cartographers, but destroying empty space from the Dire Wolf can be a real pain.

Final Thoughts: This expansion is fun, but doesn’t provide much new content. The puzzle changes with the faded terrain and the new ambush cards create different problems to solve, but probably my least favorite favorite of the 3 new map expansions. This is going to be best for die-hard Cartographer fans.

MAP PACK 5—KETHRA’S STEPPE: REDTOOTH & GOLDBELLY

Another double-sided map pack, this adventure has you lighting beacons on the Redtooth and Goldbelly mountain ranges.

The beacon areas play out like their own mini-game within the game. Beacon scoring cards are added to the standard set of scoring cards and change up how the lighted area around a beacon is scored. In addition to surrounding and lighting a beacon, players will score points in different ways based on the card’s conditions.

While a fairly simple addition, I really enjoyed the beacon challenge and additional scoring options. All 3 beacon cards essentially have you do the same thing, but they score differently putting different emphasis on how you approach the beacon scoring versus the standard scoring. For me this added a fun new dimension.

Final Thoughts: While still probably not critical for every Cartographer player, seasoned players are going to enjoy this new take on the game and the strategic challenges it presents.

MAP PACK 6—HORNHELM: WASTELAND MARKET

Thunderworks was definitely saving the best new map for last.

In Hornhelm, players have access to a market where they can purchase items. These items allow players to earn journal bonuses based on taking certain actions on your map. Journal points are added to a Journal Track where big points can be earned from reaching certain tiers. A new merchant card is active each season limiting the items available forcing you to often take different scoring paths.

Final Thoughts: This map provides a dramatically different strategic approach. I really enjoyed the new choices and think it provides the longest legs of the 3 new maps.

OVERALL THOUGHTS

I really enjoyed these new expansions. Expansions are typically never a necessity, but dedicated Cartographer players are going to enjoy the new wrinkles.. I still really like the unique game play options and the variety they bring, but I think at the end of the day, they don’t quite change up the base game enough for me to label these a “must buy”.

That being said, as a fan of Cartographers, I’m thrilled to have these and really enjoy how they do mix up the game. I think hardcore fans are probably going to buy these new maps no matter what and they’re probably going to really enjoy everything they have to offer.

For me, I don’t see anything supplanting Cartographers in this space, and will definitely be cycling these maps through my regular games of Cartographers going forward!

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Review: Super-Skill Pinball: Ramp It Up https://unfilteredgamer.com/review-super-skill-pinball-ramp-it-up/?utm_source=rss&utm_medium=rss&utm_campaign=review-super-skill-pinball-ramp-it-up https://unfilteredgamer.com/review-super-skill-pinball-ramp-it-up/#respond Sat, 11 Dec 2021 19:44:42 +0000 https://unfilteredgamer.com/?p=22358 The post Review: Super-Skill Pinball: Ramp It Up appeared first on Unfiltered Gamer.

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Designed by Geoff Engelstein
Art by Gong Studios
Published by WizKids!
1-4 Players  |  20 Minutes

Every time I sit down to play Super-Skill Pinball, The Who’s Pinball Wizard starts ringing in my head and I’m instantly taken back to the glory days where the pinball machine was king. Of course this has very little to do with the game and everything to do with nostalgia, but the goal of Super-Skill Pinball is obvious: tug at those sentimental heart strings and emulate those past experiences standing next to a machine, timing the flippers and ringing in thousands of points … And for the most part Super-Skill Pinball: Ramp it Up succeeds.

Harnessing the energy and skill from a game of pinball and transferring it to a static, 2-D game board is a tall order. There’s no dexterity element and quick reflexes are not required. Instead, the designer has smartly introduced gravity into the game and created a combination of decisions and luck that simulate the excitement of unexpected bounces and potentially big scoring combos.

While it’s not exactly pinball in the traditional sense, the look and flow of the game cling tightly to the source material. Everything seems to be in place for a unique and appealing experience. I’m going to take a look at the mechanics, the emotional experience and the components to see if this ambitious idea of a game pays off.

HOW IT PLAYS

In this follow-up to the sleeper hit from 2020, Super-Skill Pinball, players begin by selecting 1 of the 4 provided pinball boards. The boards each feature their own unique theme and level difficulty.

While pinball machines are a solo experience, here you can play up to 4 players simultaneously. Each player is essentially playing their own game, but dice rolling duties can be shared. It’s also nice to have have others close by to share your personal victories and defeats (just like real pinball).

The idea behind the game is that the pinball enters the board similar to how it would on a physical pinball machine. It then begins to pass through a series of scoring points before its batted back up the board or lost beyond the bumpers and flippers forever.

Each board contains different zones where players can score points. As the ball ricochets through the board, gravity eventually takes it toll, brining the ball back to the bottom. This is achieved by rolling a pair of dice. Players then have the opportunity, depending where the ball is, to send it to a section with one of the 2 die numbers available. The ball must respond like a real pinball would and make its way down the board’s zones. There are ways to keep the ball dancing around a spin cycle or bouncing between scoring pegs earning multiple points, but you will eventually come back to the flippers.

When you bring the ball to a certain section, the valid die number is marked off from that section. That specific die number at that location can’t be used again until it’s refreshed (new ball, goal achieved, etc). Many locations provide immediate points – typically 1 or 2 points. Successfully achieving a bonus can easily earn you 10, 20 or even 50 points.

The flippers, along with the inline and outline of the pinball board, each feature a variety of die options. This section of the board functions slightly differently. When these die numbers are exhausted or can’t be met the player loses that ball and they aren’t refreshed until the next ball enters play. The flippers also employee physics such as the left flipper only being able to push the ball to the right of the board and the right flipper doing the opposite.

Throughout your play, you might also be able to unlock bonuses just like a real pinball machine. Players might receive a multiplier, unlock areas of the board or receive a second pinball to knock around.

Players get 2 pinballs per game. Once the second ball is lost, the players tally up their points.

COMPONENTS

The components are ok. The boards are fine and easy to write and erase as necessary (and you will be writing and erasing a lot). Each board is made up of 2 separate pieces extending the play area. The pinballs themselves are silver half-balls that you push around the board. They do an ok job. Since they’re round, they’re kinda hard to pick up. I often found myself having to slide the ball through areas that I had written in. It doesn’t really mess up the writing too much, but I still had a little trouble doing this. As with any roll and write, I’m terrified I’m going to get marker on my game table. With Super-Skill Pinball, you’re fiddling with the markers constantly and this made me paranoid.

The rulebook does its best to clearly communicate a game with more rules than you would expect. The basics of the game are fairly straight forward, but each pinball board has its own unique set of rules. It was a bit of a challenge to grasp the general concept since it’s a bit abstract, but the rulebook does do a fine job breaking down the rules, the different boards and different challenges each board presents.

ARTWORK

The artwork for me is a mixed bag. I get that they’re trying to embrace some of the silly ideas originally brought to life by classic pinball machines, but some of it just didn’t work for me. The Top Speed racing board has some of the most exciting artwork and the Gofer Gold design was fun, but I wasn’t a fan of the Pin Pals wrestling-themed board. The artwork here seems a bit sloppy and I feel a little more effort could have been put into it. The artwork, whether good or bad, doesn’t affect the gameplay. The graphic design, on the other had, is well done and provides clear direction for a potentially chaotic game.

DEEP THOUGHTS

I suppose I went into it expecting a silly exercise in luck: roll the dice-score some points-do it again. To my surprise, to be successful you’ll need to bring your thinking cap. There is a decent amount of strategy with calculating odds.

The game is all about playing the odds. Each station only allows for so many stops and you have to carefully plan when to visit a location, activate one of its die options, and when not to.

You can approach the game casually and just enjoy the experience, but to score big points, you’ll need to plan your attack. Each board provides a number of opportunities for bonuses. Executing these bonuses at the right time could cause a 100 or 200 point gap in your final score. This might mean thinking outside the box and holding off on activating a bonus until your next ball (since the flippers will refresh).

Earning that second ball or multiplier at the right time is exciting. With 2 balls on the board, each takes the value of 1 of the 2 die rolled. I did love scoring 25 or 50 points for one action with the multiplier and it did make me feel like a pinball wizard for just a moment.

Where there is a fair amount of strategy, the theme is still a bit of a gimmick… But, is that a bad thing? I think that really depends on the player. I actually love the theme. In fact, it was the theme that led me to seek this one out. As I mentioned before, I love the nostalgia the game evokes. I play board games in part for the traditional, tactile nature. For that same reason, I’m a fan of pinball machines. Maybe it’s harsh to call it a gimmick, but if theme was something that didn’t connect with me on a nostalgic level, I may not have given it a chance.

While the depth of the game was a bit of a surprise, the gameplay isn’t super exciting. The thrill of the game lies solely on the theme. There are some interesting and challenging game boards with some unique puzzles. Being able to temporary solve those puzzles and earn big points is thrilling, but I don’t think it’s strong enough to stand on its own as a whole.

That doesn’t mean the game’s not fun or the game’s not for you. It’s relatively inexpensive and because of that, it provides a solid value. The 4 different boards give you plenty of game to work through and the 1-4 player count almost guarantees you can play a game or 2 no matter who’s around. I should also mention how each game will be different just based on the luck factor alone.

So is it for you? If you saw the game and were instantly drawn in by the idea of a pinball board game… this game is probably for you. Even if you don’t fall in love with the gameplay, the theme and idea behind it all is pretty great. I appreciate the effort and creativity put into something that attempt to resurrect this type of niche.

VERDICT

Super-Skill Pinball: Ramp It Up does the one thing it sets out to accomplish: successfully translate the game play of a real pinball game to the game boarding world. The games go by fairly quickly and there can be some exciting moments. I was surprised by the level of brain work that went into a single game. I suppose once you get a better grasp on calculating the odds, you can just sit back and enjoy the process. 

I do wish the game was a little more accessible. This is the kind of game you’d love to share with friends, but the abstract nature of the game where you have control over where your pinball goes might be a bit much for a casual player. 

I’m not sure how often this one will get played, but it is a good value for the price and I love the theme. For those reasons, I’ll definitely keep this one around in hopes to break it out when time is of the essence or I’m feeling nostalgic to become a pinball wizard once again.

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Coming Soon: Thames & Kosmos 2021 Lineup! https://unfilteredgamer.com/coming-soon-thames-kosmos-2021-lineup/?utm_source=rss&utm_medium=rss&utm_campaign=coming-soon-thames-kosmos-2021-lineup https://unfilteredgamer.com/coming-soon-thames-kosmos-2021-lineup/#respond Fri, 12 Feb 2021 23:59:25 +0000 https://unfilteredgamer.com/?p=21242 The post Coming Soon: Thames & Kosmos 2021 Lineup! appeared first on Unfiltered Gamer.

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Thames & Kosmos has announced it slate of 2021 games including new EXIT games and follow up to the hit The Crew: The Quest for Planet 9!

Escape Room Games for the Home! 

The EXIT: The Game series allows you to bring the excitement, intensity, and team spirit of an escape room to your living room. In each EXIT game, your team starts out locked in an imaginary room or trapped somewhere. You must solve a series of riddles and puzzles in order to unlock doors and objects, and reveal new riddles. Each correct solution brings you to another riddle and eventually to freedom.

EXIT: THE GATE BETWEEN WORLDS 

An ancient map has led you deep into a cave and through a strange gate to another world. Can you solve the riddles and find your way and back home? 

EXIT: THE CURSED LABYRINTH 

During a tour of a historic castle, your attention is diverted to an intriguing labyrinth in the middle of the castle’s garden. When the gate slams behind you, the only way out is through. Can you solve the riddles and escape the impenetrable labyrinth? 

EXIT: KIDNAPPED IN FORTUNE CITY 

Criminal activity is rampant in Fortune City, and now the sheriff has disappeared. Can you solve the riddles and stop the kidnapping before it’s too late? 

EXIT: THE DESERTED LIGHTHOUSE (WITH PUZZLE)

You trudge along the dark, rocky coast seeking shelter from the raging storm. Drenched to the bone, you look up to see a brilliant beam of light pierce the curtains of rain. A lighthouse! But suddenly and inexplicably, the light goes out. You glance out into the water and spot a ship. It is heading straight for the cliffs! You realize that it is up to you to race to the top of the lighthouse and turn it on again before the ship crashes on the cliffs! But many puzzling obstacles stand in your way. 

In this EXIT game, there are riddles within riddles, hidden within four 88-piece jigsaw puzzles. Like other EXIT titles, The Deserted Lighthouse has no game board, but it also has no riddle cards. Instead, there are four jigsaw puzzles that you will find and assemble, one at a time. Each completed puzzle reveals a location containing more riddles to decipher.

EXIT: THE SACRED TEMPLE (WITH PUZZLE) 

Crooked treasure hunters have broken into the office of your university’s archaeology department! Your professor has disappeared without a trace — and so has a book with old records about a hidden temple. You must act quickly and chase down the criminals. Your pursuit will take you deep into a mysterious jungle on a small island. You must find the professor in time and save the revered treasures of the temple before they fall into the hands of the devious robbers! 

In this EXIT game, there are riddles within riddles, hidden within four 88-piece jigsaw puzzles. Like other EXIT titles, The Sacred Temple has no game board, but it also has no riddle cards. Instead, there are four jigsaw puzzles that you will find and assemble, one at a time. Each completed puzzle reveals a location containing more riddles to decipher. 

THE CREW: MISSION DEEP SEA 

In this highly-anticipated follow-up to the original cooperative card game — winner of the 2020 Kennerspiel des Jahres — players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu. This new version of The Crew has the same innovative cooperative trick-taking mechanic as the highly lauded original game — but with some exciting new surprises! 

While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don’t go as planned, you might just be able to salvage the operation. But it will take near flawless execution and perhaps a little luck to finally reach Mu. 

UBONGO: THE BRAIN GAME TO GO 

In this fast-paced, addictive, and easy-to-learn puzzle game, you race the clock to fit a set of interlocking tiles perfectly into a specific area. Based on the original hit board game Ubongo, this compact version features 15 colorful plastic tiles, 20 puzzle cards with over 200 puzzles, and a plastic game board that doubles as a durable travel case. Slide in a puzzle card and give your brain a workout! The puzzles get progressively more challenging as you go. Pass the game around to challenge your family and friends. Who is the master layout artist and who is spatially challenged? 

ANDOR: THE FAMILY FANTASY GAME 

Venture into a land of fantasy and legend! In this cooperative family role-playing game, each player chooses one of four powerful heroes: the magician, the warrior, the archer, or the dwarf. Your heroic journey begins with a mission to rescue some wolf cubs that are lost in a dangerous mine. But, before embarking on your search, your party must get past Mart, the bridge guard, by completing all of his tasks. Only then will he let your party cross his bridge and enter the mine. However, danger still lurks on the horizon, as a dragon encroaches on the castle Rietburg just as you approach the mine. Should he arrive at the castle before your heroes rescue the wolf cubs, your party will lose the mission — and the game. If your party rescues the cubs first, you win! Andor: The Family Fantasy Game features gameplay that is similar to the popular Legends of Andor, but more approachable to younger players, making it a great introduction to the entire Legends of Andor series of games.

ANNO 1800 

Anno 1800 is an epic city-building strategy board game based on Ubisoft’s popular PC game of the same name. Players strive to build up their industrial might as they develop an island society at the dawn of the industrial age. Investing in their nautical fleets enables trade and expansion to new territories in the old and new worlds, but players must focus above all on maintaining the health and happiness of the citizens of their home islands. While the population is initially satisfied with food and clothing, in time it will demand valuable luxury goods. Players must plan their development strategies and supply chains carefully while keeping an eye on the distribution of specialized roles within their territories. The objective of the game is to plan for an even distribution of farmers, workers, craftsmen, engineers, and investors. But beware, because the competition never sleeps. Players may steal new achievements out from under each other’s noses at any time! Whose island will prosper and whose will fall? 

THE ADVENTURES OF ROBIN HOOD 

The year is 1193, and the county of Nottingham, England is suffering under the oppressive rule of the corrupt Prince John and his henchmen. In this cooperative family board game, players take on the roles of Robin Hood and his Merry Men as they battle the wicked rulers in the city and throughout Sherwood Forest. Designed and illustrated by Michael Menzel, the award-winning creator of the Legends of Andor game series, this game features a beautifully illustrated gameboard that changes over the course of the game and a gorgeous, faux-leather-bound, 216-page hardcover storybook that narrates the story and advances the gameplay. 

An innovative game mechanic allows you to move your character figures freely around the gameboard; you do not need to follow one set route. The gameboard also has interactive panels that are flipped to reveal hidden characters and new gameplay elements during play. As your quest progresses, you open these panels and speak to various characters who alter your course. A quickstart game in the rulebook effortlessly launches you into the action. Grab your bow and arrow and join the fight for justice and equity!

FANGS 

What team is the player sitting next to you on? Are they a blood-sucking vampire? A ferocious werewolf? Or just a hapless chump trying not to get bitten? And what team do they think you’re on?! 

In FANGS, it’s werewolves v. vampires v. humans. This thrilling social deduction party game challenges players to determine which one of these three secret roles each other player has assumed. Since you don’t know who you can trust when the game begins, you must attempt to conceal your role from the other players while working to identify your allies and your enemies. Werewolves are out to expel vampires from the game; vampires aim to expel werewolves; and the humans are just trying to avoid detection and survive until the end of the game. Throw in some secret weapons and ulterior motives, and this party game for 5 to 8 players makes for a howling good time. 

FANGS is an amped up werewolf-style social deduction game that is playable without a game leader and without an app. With lots of information to suss out and analyze, it elevates the social deduction game to the next level. Each player has a specific role with unique goals and win conditions, forcing players to act in ways others might not expect. On a player’s turn, they choose between multiple actions, but limiting factors make it so there are justifications and excuses for any action. The addition of a strong storyline gives this social deduction game the added feeling of a role-playing game. The design of the gameboard makes the game easy to learn and play, so all your friends and family can get in on the action. 

LOST CITIES ROLL & WRITE 

Begin your expedition on one of six colored paths by rolling the smallest possible numbers on the dice. Each turn, decide whether to continue an expedition or start a new one. Acceleration fields and artifacts provide opportunities to advance quickly, but you’ll have to carefully consider which paths to take on which roll. If you make good progress, victory beckons — but if an expedition gets stuck, you will lose points just as quickly as you earned them! This small and portable format is the perfect Lost Cities game for on-the-go fun. Simple rules and a short play time make this game ideal for family game nights. 

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Top 10 “New to Me” Games of 2020 https://unfilteredgamer.com/top-10-new-to-me-games-of-2020/?utm_source=rss&utm_medium=rss&utm_campaign=top-10-new-to-me-games-of-2020 https://unfilteredgamer.com/top-10-new-to-me-games-of-2020/#respond Sun, 20 Dec 2020 23:48:17 +0000 https://unfilteredgamer.com/?p=20981 The post Top 10 “New to Me” Games of 2020 appeared first on Unfiltered Gamer.

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As reviewers, we spend countless hours playing and discussing games, continually evaluating and reevaluating for our coveted “Best of Year” lists. While these lists do serve as both a time capsule and cross-section of gaming trends, board gaming isn’t necessarily time sensitive. A game developed in 1990 can be just as fun and relevant as a game designed in 2020.

More and more games are being produced each year and the truth is there are only so many hours in the day. As much as we try to share as many games with the public as possible, it’s just not realistic to play everything (although we can still have aspirations). I do often get the opportunity to play fantastic games from years past and many would have easily made my Top 10 if they had met the criteria. So I thought I’d break all the rules and provide a Top 10 “New to Me” game list for 2020.

1. It’s a Wonderful World

Lucky Duck Games | Designed by Frédéric Guérard
1-5 Players | 30-60 Minutes

It is a wonderful world any day I get to play this gem from Lucky Duck Games. This classic engine builder is the whole package. While the theme is a bit painted on, the card illustrations instantly draw you into this utopian alternate universe filled with futuristic sky scrapers, insane technological advancements and monumental archeological discoveries. There is just enough luck to keep things interesting, but the card drafting and planning phases all provide a fun, creative challenge. This is a winner through and through and a serious contender for the all-time personal top 10.

2. For Sale

Designed by Stefan Dorra
3-6 Players | 30 Minutes

For Sale, where have you been all my life? As I played my first game I couldn’t help but chuckle with delight (and I’m not a chuckler by nature). I’m a fan of auction games in general, but I love the game’s simplicity. The decisions are so simple yet so complicated. When should you overspend for a property? What’s the right time to sell? For Sale does not get the notoriety it deserves – in my mind, this is truly a titan in the industry. It’s a family friendly game that’s so accessible yet so engaging. I’m always up for a game of For Sale.

3. Steampunk Rally

Roxley Games | Designed by Orin Bishop
2-8 Players | 45-60 Minutes

Surrounded by a hilariously, bizarre steampunk theme, this card drafting, dice rolling, racing adventure delivers a great time. Take on the roll of one of many historical inventors entered in a race for the ages through the Swiss Alps. Over the course of the race you’ll build and breakdown your racing machine as you attempt to create the most efficient racer. There is just the perfect combination of luck and strategy as you roll dice and attempt to build movement as you place them on your machine. Your racing machine grows and grows through out the game, defying the laws of physics all the while further cementing this one as true keeper.

4. Abomination: Heir of Frankenstein

Board&Dice | Designed by Dan Blanchett
2-4 Players | 90-180 Minutes

Would Abomination: Heir of Frankenstein be another case of style of substance? Heck no it’s not! I was delighted to find a tight game full of challenging decisions. While the art and components are dripping with theme, the game’s mechanics are super fun. Whether you’re trekking through the streets of Paris for body parts, upgrading your scientist’s skills and abilities or attempting to bring your monster to life in your laboratory, it all equates to a tremendously good time. If the game’s physical presentation wasn’t enough, Plaid Hat Games produced a free companion app that theatrically presents much of the game’s story while also offering cool atmospheric sounds to play in the background. Abomination is a real treat!

5. Flamme Rouge

Stronghold Games | Designed by Asger Harding Granerud
2-4 Players | 30-45 Minutes

I only had the pleasure of playing Flamme Rouge for the past week and it’s quickly climbing the ranks. The game’s simple mechanics and depth of strategy make this one a real crowd pleaser. The theme and illustrators really draw you in, giving the game a classic, retro, almost whimsical feel. I can already tell I’ll be in for some dog fights when everyone gets a little more experience with the strategy. I imagine Flamme Rouge is one my family will be playing for years to come… time to order the expansions!

6. Air, Land & Sea

Arcane Wonders | Designed by Jon Perry
2 Players | 15-30 Minutes

This military-themed, micro, card game brings the strategy. While simple in nature: take turns playing cards in one of the 3 theaters of war hoping to outscore your opponent, the tug-o-war nature of the game demands efficient management of your cards and careful timing to earn victory. There is also plenty of strategy in defeat. Knowing when to retreat might lose you the battle, but keep you alive to win the war. Air, Land & Sea is a great combination of high production quality, short game time and lots of strategy.

7. Hive Pocket

Asmodee | Designed by John Yianni
2 Players | 20 Minutes

Hive Pocket has a real easy, classic feel to it. This is one of those games that feels like it’s been around for 100 years. The components are great and the little insect tile pieces are super fun to play with. The rules for moving each different insect are just complex enough to keep the game interesting while still being a real challenge to master. One thing I like about Hive Pocket is you never feel like you’re losing to the game. There is absolutely zero luck involved. This is a two player game that is truly a match of wits. If you’re a fan of games like chess – I highly recommend Hive.

8. Unfair

Good Games Publishing | Designed by Joel Finch
2-5 Players | 50-125 Minutes

I’m not sure what I expected when I received this big box, card drafting game along with it’s expansion. What I got was a game with lots of personality and tons of replay-ability. Unfair allows you to choose from a number of park decks, each with their own theme and personality to build your own amusement park. Combing different decks offer new experiences all with unique elements, components and strategies. Unfair does provide the opportunity to really stomp on your opponents, but it isn’t completely necessary to play that way. Good Games Publishing has published a new version of the game called Funfair that eliminates the take that element. Overall Unfair is a fun, color game with tons of personality and humor.

9. Dinosaur Island

Pandasaurus Games | Designed by Jonathan Gilmour, Brian Lewis
1-4 Players | 90-120 Minutes

Everyone seems to have an opinion on Dinosaur Island. I’m a huge Jurassic Park fan and kept hearing over and over how this really is Jurassic Park the board game. I think the main reason I waited so long to play Dinosaur Island was concern that it would ultimately disappoint. I’ve played a number of amusement park and fair games, so the park building aspect felt a little tired, but developing and storing your dinosaur DNA is a blast along with upgrading and maximizing your workers abilities. The solo game is just ok for me, but this has been a blast at 2 or more players. I see the division on this game, but for me it’s been a big hit.

10. Metro X

Gamewright | Designed by Hisashi Hayashi
1-6 Players | 20 Minutes

I had heard about this think-y flip and write for awhile but the opportunity to play it just hasn’t been there. When I saw it discounted online I picked it up out of impulse. My family does play a lot of flip/roll & write games so we’re definitely open to the idea of something new in this genre. This has turned into an instant favorite for both my wife and 2 young girls. It’s a really fun puzzle that offers new twists and turns with each game. I’m not sure how much replay-ability Metro X has it in, but it’s been a really pleasant surprise and one that you’ll see on our family table every week.

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Unfiltered Gamer Board Game Christmas Guide: Expansions & Roll & Writes https://unfilteredgamer.com/unfiltered-gamer-board-game-christmas-guide-expansions-and-roll-and-writes/?utm_source=rss&utm_medium=rss&utm_campaign=unfiltered-gamer-board-game-christmas-guide-expansions-and-roll-and-writes https://unfilteredgamer.com/unfiltered-gamer-board-game-christmas-guide-expansions-and-roll-and-writes/#respond Wed, 25 Nov 2020 04:28:32 +0000 https://unfilteredgamer.com/?p=20813 The post Unfiltered Gamer Board Game Christmas Guide: Expansions & Roll & Writes appeared first on Unfiltered Gamer.

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We’re proud to present our first annual Unfiltered Gamer Christmas Guide. 

We believe board games are the perfect gift for anyone on your gift list! With styles, themes and weights covering almost every facet of life, hobby and interest we know the right game is out there. This year we’re happy to present our 3-part Christmas Guide featuring 6 different board gaming categories to help you find the right game for you! While there isn’t one game right for everyone, every game featured in our Christmas Guide comes highly recommend. We’ve played hundreds of games over the past couple years and these are some of our favorite to cross our gaming table.

 

Section 1
Kids Games and Cards

 

Section 2
Expansions and Roll & Writes

 

Section 3
Family and Strategy Games

EXPANSIONS

It’s a Wonderful World – War & Peace and Corruption & Ascension

Lucky Duck Games
1-6 Players | 30-45 Minutes

One of the most addictive, engine building games released not one but 2 expansion this year: War & Peace and Corruption & Ascension. War & Peace is a 5 scenario adventure where decisions made tip the scale towards war or peace. Unlock cards that can be added to the base game. Also featuring a solo mode, this “legacy” style game is 100% repayable. Corruption & Ascension introduces new cards tied into the base game, providing new scoring opportunities through pairs as well as corruption. Fans of this evergreen game know these expansions are a must!

It's a Wonderful World

Unfair – Alien, B-Movie, Dinosaur & Western

Good Games Publishing
2-5 Players | 50-125 Minutes

This Unfair expansion provides 4 new park deck themes with all new scoring mechanics to enrich the base game. Introduce new alien currency, add in a live dinosaur or two as well as well as score additional points by creating panoramas with your park cards. Fun additions like rolling the dice each turn to keep the dinosaurs from rampaging bring new and exciting elements to the table. In addition to a few new wrinkles, the Unfair expansion essentially provides more of everything you love about the original Unfair game.

Unfair

Unfair Expansion

Wingspan – European & Oceania

Stonemaier Games
1-5 Players | 40-70 Minutes

With 2 new expansions, one of the most beloved games of recent years becomes…bigger. In the European expansion new birds add new abilities, round end abilities, increased player interaction and other bonuses. Oceania brings new play mats with new bonuses, new food tokens, eggs and of course birds. Both expansions are designed to be shuffled in with the original deck.

Wingspan

Dice Hospital: Community Care

Alley Cat Games
1-4 Players | 45-90 Minutes

Enjoy three time the medicinal dice-drafting fun with the new Community Care expansion. Included in the box is The City Expansion, The Maternity Expansion and The Investments Expansion. The City Expansion offers new ways to draft patients into your hospital including using a helicopter. The Maternity Expansion adds a maternity ward to your hospital with baby dice as well. Roll the die to see if your patient has a single or twin babies! The Investments Expansion which introduces new department tiles and specialists.

Dice Hospital

Unmatched Jurassic Park: InGen vs Raptors

Mondo Games/Restoration Games
2 Players | 20-40 Minutes

One of the most popular asymmetrical games of the last few years is back for more with Jurassic Park. Like most of the Unmatched titles, this can be played as a stand alone or tied into the additional titles. Play as and an InGen employee or team of Raptors. Strategically outmaneuver your opponent all the while the Jurassic Park theme song plays repeatedly over and over in your head.

ROLL & WRITE

Twice as Clever!

Stronghold Games
1-4 Players | 30 Minutes

The sequel to the hit That’s Pretty Clever, Twice as Clever bring new challenges and puzzles to solve in this super fun roll & write. Score point and additional combinations by drafting multiple colored dice. Unused dice are placed on the “silver platter” allowing opponents to grab one once per turn. Along with new scoring challenges, Twice as Clever introduces new unlocks, allowing you to re-roll lower valued dice. I have played the games in the Clever series countless times and have yet to grow tired. In my option, this is the greatest roll & write out there.

Welcome to

Deep Water Games
1-100 Players | 25 Minutes

Build a new neighborhood in this fantastic, 50’s style flip and write. Players simultaneously choose house numbers to add to their neighborhood street. Each card is paired with a bonus such as a swimming pools, parks or fences. House numbers must be numerical order so choose your cards wisely. Welcome to plays great with any number of people. The cards are always going to be randomly paired with a bonus creating a new experience with new personal strategies each game. Welcome To is the perfect family flip & write game.

Cartographers: A Roll Player’s Tale

Thunderworks Games
1-100 Players | 30-45 Minutes

Cartographers takes place over 4 seasons. During each season players work to map out the queen territory. Players will draw on their map to claim land for the queen as well as reduce the enemies influence. Earn the most reputation stars and win the game. Cartographers exists in the world of the popular RPG builder, Roll Player. You’ll not only have fun playing the game, but will have a work of art to show for it.

Silver & Gold

Pandasaurus Games
2-4 Players | 20 Minutes

Players simultaneously attempt to complete individual treasure map cards by flipping over a deck of Tetris-style shapes. Each treasure card features a shape made out of individual blocks. Fill in the blocks with the shapes to earn bonus points, community objectives and additional blocks. Once a card is completed draw another and do it again. Silver & Gold is a fast-paced flip & write that just works. It’s fun for anyone in the family. It’s the kind of game you end up playing “just one more game.”

Railroad Inc

Horrible Guild
1-6 Players | 20-30 Minutes

Create the most efficient network of railways and roads to earn the most points. Dice provide all players train routes and roads available. Players then arrange the symbols to form transport lines and connect your exits. The game comes in blue, red, yellow and green versions that provide different challenges. Railroad, Inc features a great theme with simple, yet challenging game play. Railroad, Inc is a high quality production with a great puzzle and engaging theme.

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Review: Pandasaurus Triple Feature – Machi Koro, The Game & Qwinto https://unfilteredgamer.com/review-macho-koro-the-game-qwinto/?utm_source=rss&utm_medium=rss&utm_campaign=review-macho-koro-the-game-qwinto https://unfilteredgamer.com/review-macho-koro-the-game-qwinto/#respond Fri, 25 Sep 2020 03:05:24 +0000 https://unfilteredgamer.com/?p=20424 The post Review: Pandasaurus Triple Feature – Machi Koro, The Game & Qwinto appeared first on Unfiltered Gamer.

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Pandasaurus Games, one of the leading board game studios in the world, has a great library of light and medium weight games. We’re going to look at three of their more popular and accessible title: The Game, Qwinto & Machi Koro.

The Game

Design by Katja Stremmel |  Published by Pandasaurus Games
1-5 Players  |  20 min

The game is a cooperative, easy to pick up, easy to learn card game with a universal appeal. Players are each dealt a number of cards based on the player count and take turns discarding onto 4 separate piles placed in the center of the group. Two of the piles start at 1 and require you to play in an ascending progression (higher card than the previous one played), while the other two piles start at 100 and require you to play in a descending progression. There is only 1 card for each number (2-99) in the deck along with the two 1’s and two 100’s serving as the starting cards.

Each player is required, but not limited to playing 2 cards per turn. They will then replenish their hand from the deck with the same number of cards they just played.

One wrinkle in the game is players are allowed to play cards exactly 10 numbers higher or lower than the previous one played briefly “rewinding the deck clock” for the group.

Only very limited interaction is allowed between the player during the game. Players continue discarding their hand until no player can play further. Play all 98 cards in the deck and you beat the game.

Final Thoughts

The Game is a light, fun, easy to teach game that’s quick to play and tough to beat. Obviously there is a lot of luck in how you draw cards, but knowing the right time to play a card can lead to runs of success. For me The Game has a similar vibe to The Mind with the limited interaction and card play. They are completely different games, but I have a feeling if you’re a fan of The Mind you’ll dig The Game.

Qwinto

Design by Bernhard Lach & Uwe Rapp |  Published by Pandasaurus Games
2-6 Players  |  15 min

Qwinto is coming on the heels of the roll & write classic, Qwixx. In Qwinto players take turns rolling dice and attempt to fill multiple colored rows with ascending numbers. Players score by writing in the combined value of their roll along with various bonuses throughout. Players that end up not being able to play a dice they roll will receive a deduction. The player with the most points at the end of the game wins.

Players choose to roll 1-3 dice (orange, yellow & purple). The total pips on the die then is entered on one of the empty spaces on one of the die colors rows. Once the dice is rolled all players have the opportunity to score the dice. Players have the opportunity to re-roll all their dice once per turn. Each row must be in ascending order and duplicates are not allowed. Same numbers are also not allowed vertically between the different rows so planning and strategy are necessary for success.

At the end of the game you receive points per filled in blank. If you have completed a row you receive the score from the final blank in that row. Bonus points are earned for totals entered in pentagon shapes scattered throughout each colored row. Finally, players lose 5 points for every one of their rolls they weren’t able to enter on their scorecard.

The game ends when one player has completed two rows on their scoresheet or a player has totaled 4 personal rolls without recording a score.

Final Thoughts

This is a swift and easy roll & write with plenty of decision making and opportunity to push your luck to it’s limits in a short amount of time. From strategizing where to score certain rolls to achieving bonuses, the dice guarantee a new game each time. There is virtually no downtime as players have the opportunity to score on every roll.

Qwinto provides everything you could ask for in a filler game: short play time, family, tons of interaction and simple yet challenging decisions.

Machi Koro

Design by Masao Suganuma |  Published by Pandasaurus Games
2-4 Players  |  30 min

In Machi Koro, you’re been elected mayor and it’s your job to develop business and industry in your town. Players take turns buying and building properties as well as earning income.

Each player starts with a minimal cityscape comprised of a wheat field and bakery card. Players take turns rolling dice, earning money and buying additional property cards. Each type of card features a different value allowing you to benefit from your own rolls as well as others. As your city engine grows you’ll be able to build landmarks allowing you access to additional and dice and various other turn benefits.

Certain cards allow you to score off other players rolls earning money from the bank or other players. You may even be able to steal property cards right out from under your opponent.

The mayor who can succesfully build 4 landmarks before anyone else is the winner.

Final Thoughts

Another incredibly simple, yet fun game from Pandasaurus! I’m a huge fan of engine building and Machi Koro does it in a simple and accessible way.

At the end of the day it comes down to the roll of the dice, but by diversifying your property portfolio you have the opportunity to benefit on nearly every roll limited bad luck.

The diverse number of cards allow players a choice in determining their path to success. You can even purchase landmarks out of financial order if that fits your strategy.

For me there is just enough push your luck and take that between players to keep it interesting without turning off casual players. It is disappointing losing a property to an opponent, but it doesn’t happen often and you’re likely to have some type of success before your next turn comes around.

The concept, components, box and artwork are all great and the setup is very minimal. My only negative is that our 4-player games came in closer to 45 minutes and had a tendency to get bogged down on certain players turns.

Overall this is blast and one that I image my family will be playing for years to come.

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