In this video, Dave and Chris discuss this lower player count version of Ticket to Ride. They share insights and discuss strategies for the game
In this video, Dave and Chris discuss this lower player count version of Ticket to Ride. They share insights and discuss strategies for the game
To order a set of tokens, visit Heather’s Etsy Shop: Just The Nerdy Bits
Well we are now in the week of Gen Con 2018, which is North America’s largest game convention. I have been browsing the Gen Con Preview list on boardgamegeek.com since Origins Game Fair , keeping up to date with games that will be releasing. I have compiled a list of anticipated games that are releasing that I am looking to explore while at Gen Con. I also have some games pre-ordered that I wanted to make sure I was able to get right away. So without further ado…. lets take a look.
First, games that I have pre-ordered:
Anticipated Games List
Here are the games I am most interested in that are releasing or supposed to be releasing at Gen Con.
7 Wonders Armada – Repos Production
I saw a sort of vague post from Repos Productions in regards to this being at Gen Con. It was being demoed at Origins Game Fair and this expansion is ready to be released. 7 Wonders is one of my favorite games and the Armada expansion now allows players to interact with more than just their neighbors. This is a must have for me.
Coimbra – Eggertspiele
I like euro games and the dice drafting mechanic has my interest for this one. The designers also worked on Lorenzo il Magnifico and Egizia. This is my #1 most anticipated game that is releasing at Gen Con.
Catalyst – dV Giochi
I am a fan of engine building games and this one also promises strong card combinations. There is a goal that is revealed at the beginning of the game that can alter strategies from game to game. The one thing that has my interest for this is that you build up a bunch of stuff and then set off a chain of actions.
Piepmatz – Lookout Games
This game was described as being in the same vain as Arboretum mixed with Parade….both games I enjoy quite a bit. I am willing to take a chance on this game despite the fact I am not wild about the designers. But hey maybe they can finally make a game I like. And the artwork is amazing.
Newton – CMON
Newton…Deck Building and Hand Management…YES!!!
I like the setting of the game being during the Age of Discovery. Solid designers with some games like Lorenzo il Magnifico, Tzolk’in, Grand Austria Hotel. Plus Cranio Creations which is the publisher has put out some great games.
Spirits of the Wild – Mattel Games
This one was one of the later announced releases and this 2-player game seems pretty cool with the stone-taking mechanism. Players collect sets of stones and also use animal spirits to help them. The coyote adds some interaction between the players. Plus this has a low cost which is even better.
Carson City: The Card Game – Quined Games
I like trick taking games and this is added to make a shorter version of a western theme game that I am interested in. Plus I like the designer and this one should be a hit.
Other Releases of Note
There are some other games and expansions that are releasing that have my interest in checking out maybe picking up:
Game: Visitor in Blackwood Grove
Designer: Mary Flanagan, Max Seidman
Players: 3-6 Players
Playtime: 5-15 Minutes
Play Type: Deduction/ Hidden Information
On a dark night in the small town of Blackwood Grove, the peace is disturbed by a sudden crash. Luckily only the Kid is around to see the chaos unfold. Government agents rush to the scene to try to get to the UFO, but there is a force field around it. The Kid and the Alien must build trust to help make a speedy escape before the Agents figure out how to work around the force field.
In Visitor in Blackwood Grove players will take on one of three roles, either the Kid, the Visitor or one of the Government Agents. The Visitor and the Kid are working together to be solve the mystery. All Government Agents work alone, not on a team with the other agents. When setting up, each player will draw a starting hand of seven cards. Then the Visitor will draw two face up cards and place them near the force field. Looking at those two cards, and the seven cards in their hand the Visitor will create a rule for the game. It could be something like, “Things that are red”, “Things that are natural” or “Things that have strings”. The Visitor can make up any rule, but it shouldn’t benefit one party over any one else. If the Visitor is struggling to come up with a rule, there are a deck of examples that can be tweaked to fit the situation.
Then the Visitor will place the two cards according to whether they would fit the rule or not. Cards that fit the rule will be placed face up on the eight card spots in the force field. Cards that do not fit, will be placed face up on the outside of the board. Imagine there are eight spots outside the board as well. There can only ever be eight visible cards surrounding the board. The rest will be stacked on other cards.
Now players will begin playing. The goal of the game is to be the first player (or team for the Kid and the Visitor) to correctly guess the passrule. When it comes time for any player to prove the passrule, they will do so NOT by guessing the rule verbally, but instead by drawing 4 cards and correctly guessing whether they would pass through the force field or they would be repelled by it. Each type of player will have their own actions. Let’s take a closer look at those.
Government Agents will start the game. If you have more than one Government Agent, the one sitting to the Visitor’s left will start. Agents always only have two options on their turn. First they can test an object. They do this by handing the Visitor a face down card. The Visitor will then look at the card, and place it face down on the edge of the force field if it fits the rule, or face down on the player mat if it does not fit the rule. After the card is placed, the Visitor will put that player’s marker on it to differentiate the different piles. Then the Agent will draw up to seven cards.
Once the Government Agent feels they understand the passrule they can instead use their turn to prove the passrule. They will draw four cards and line them up with the four rows on the forcefield board. The Visitor will then take their UFO chips behind the screen and place them to determine whether the items are correct or not. UFO chips on the board are admitted, UFO chips off the board are not. The Government Agent then pushes the cards they feel would be admitted towards the board. The Visitor reveals their answers. If the Agent was correct they win the game. If they were incorrect, the face up cards go into their correct space on the board (face up in the 8 card slots on the board if they were admitted, face up on the outside if they were repelled). When an Agent is incorrect, also move the Trust up between the Kid and the Visitor two spaces.
That is all for the Government Agent. Next let’s take a look at the Kid. The Kid’s available actions are dependent on their position on the Trust Track. They start up being able to predict objects. When the trust track is low, the Kid will do this by placing a card from their hand face up and guessing whether it will be admitted or repelled. The Visitor will then place the card in the correct spot. If the Kid was correct they will get to place another card and repeat the process a maximum of three times, or pass and instead gain one trust for the number of cards they have guessed correctly. If they guess incorrectly, their turn immediately ends and they gain no trust. The Kid only draws cards when they gain trust, so it crucial to gain trust. Once the Kid and the Visitor have two or higher trust, the Kid may also prove the pass rule. This works the same as the agents, but if the Kid is wrong they do not get trust.
As the Kid gains trust, they get additional benefits as well, such as being able to play cards facedown, being able to prove the passrule directly after passing or having agents reveal their face down cards.
The Visitor’s turn is simple. If the Kid’s trust is 0-2 the Visitor takes one card from their hand and places it according to the passrule on the board. If trust is 3+ they do the same thing, except their card is secretly shown to the kid, then placed face down according to the passrule. If the Visitor has no cards at the beginning of their turn, they lose and the agents win.
Turns continue with the Agents going, then the Kid, then the Visitor until someone correctly guesses the passrule or until the Visitor is out of cards.
Visitor in Blackwood Grove comes with 142 object cards, a force field board, a Visitor shield, trust board and wooden meeple, 6 player mats, 10 card markers, 13 example pass rule cards, 4 UFO guess tokens and a component bag.
Overall the components are quality. Everything feels like it will hold up to wear and tear. I really like that the trust board and player mats have clear reminders of what players can do on their turns, and what happens at each stage of trust. It makes explaining the game a easy and painless process. Also, the art is wonderful. It is thematic, yet easy to decipher.
Players who do not like mini cards may be disappointed that the object cards are relatively small. Luckily there is no text included on the cards, so players won’t be struggling to read off the small cards. I do wish that the force field was just a little bit bigger, as it does have a tendency to feel a little crowded towards the end of game play.
Bonus points? The box glows in the dark, which is a pretty cool touch.
Many people know, I really enjoy both asymmetric and social deduction games. It should not come as a surprise that I enjoyed Visitor in Blackwood Grove. I think it is a game that can easily be taught to anyone (even non gamers) because turns are simple and options will be right in front of the players because of the player mats. I would even say that you could probably teach a child as young as 6 or 7 to play the game. However, I would suggest having the most experienced player be the Visitor, at least until players grasp the concept of the game. Despite the fact that it is mechanically simple, it can be very difficult to actually win.
You need to be able to predict how another person is going to view the card that you hand over. Some objects can be open to interpretation throughout the game and that can be difficult. For instance, yesterday I played a game where the passrule I created was objects you can find in a school. One of the Agents passed me a card with Saturn on it. I repelled it from the force field, because you won’t find an actual planet in a school. He insisted after the game that you could find them on posters or models. This adds an extra layer of difficulty that players won’t necessarily think about until they are actually playing the game.
I already mentioned that the artwork is beautiful, but it is also colorblind accessible. Any cards that have a color reference will also list the name of the player it is associated with. Thus meaning that color plays almost no role in the mechanics. Unfortunately for some, the game has a minimum player count of at least three players. This makes it not a good fit for players who look for solo games, or for people who just live with one other person. It was something I struggled with while trying to play it for the review. During the week, I am normally only with my husband, so we had to wait until game night to play it.
Visitor in Blackwood Grove felt very similar to Mysterium to me in gameplay. While not exactly the same concept, the Visitor took on a similar role to the Ghost. Both games have similar tension, and in both games the person in this role could choose not to talk at all. In addition to mechanical differences, Visitor in Blackwood Grove is also a lot shorter than Mysterium, allowing players who want a strong deduction experience to do so in a short period of time with limited set up. The set number of rounds ensures that this game will play in under twenty minutes, and set up is easy and does not take up much space. I could easily see taking this to a brewery or public space to play.
In addition to Mysterium, I could see players who enjoy games like Dixit, Muse or Whitechapel enjoying Visitor in Blackwood Grove. It has a similar feel to many of these deduction games but it provides it in a much quicker experience. It also focuses heavily on the visual element of game play similarly to Dixit or Muse. Also, if you enjoy movies like E.T. or Paul, you might enjoy this game themeatically. The idea of taking the role of the alien escaping can be very appealing. Overall, I have found that Visitor in Blackwood Grove will be a keeper for me. I enjoy that it is quick to play and provides an asymmetrical game play experience, but I do wish that it had a two player variant. It will be available to purchase as a Target Exclusive on August 1st, 2018.
Alderac Entertainment Group (AEG) has been releasing expansion after expansion for the game Smash Up. Quickly, Smash Up is what is called a shuffle building game where players take 2 different factions shuffle them together to form their deck and they play competing for points by winning bases.
A couple of years ago, AEG released a storage solution called the Big Geeky Box that was large enough to hold the content that was released up until that point. It also included a bonus faction called The Geeks. But with the continual release of expansions, the Big Geeky Box has now become a bit too small, especially if using sleeved cards. Enter The Bigger Geekier Box.
The Bigger Geekier Box is the new storage solution that holds everything that has been released for Smash Up up to this point, including any promo factions.
By comparison the shape and dimensions of the boxes are completely different. The Big Geeky Box is a lot smaller and is a rectangular shape, whereas the Bigger Geekier Box is a large square-shaped box. The dimensions of the Bigger Geekier Box are 13″x13″x7″, having the same dimensions as Thunderstone Quest.
Inside the box there is a removable tray that has a separate tray to store all of the tokens.
Inside of the box there are 4 different rows to store the cards, opposed to 3 from the Big Geeky Box, complete with foam blocks to keep cards secure.
Also, there are dividers that come to separate each of the factions. The new dividers have the set name printed on them to make it easier for sorting the factions according to expansions as well.
There are also 2 factions that come with the Bigger Geekier Box: The Geeks for those who missed them from the Big Geeky Box and the Smash Up All Stars that is basically a best of set that was a foil pack that was given out at organized play events.
Finally, there is a comprehensive rulebook that comes with the box that has clarified rules, errata and card clarifications. There is also a section that describes how each faction operates and there is a cross-reference on the back page that makes it easier to get the appropriate bases to play with the factions in play.
WHERE DOES THIS HIT?
WHERE DOES THIS MISS?
THOUGHTS AND IMPRESSIONS
The Bigger Geekier Box is a useful accessory for Smash Up owners who are heavily invested in the game. The box certainly is bigger and it is geekier with the addition of a lot more faction artwork that graces the box. The quality of construction is good, but I found some of the foam blocks did not fit firmly in the card lanes, so they may not hold the cards securely. This may vary slightly from block to block. I also like the divider tray for the tokens, to separate the tokens from each set. I don’t find it necessary and the tray adds to the overall size of this box, which may be an issue for some people.
I like the new dividers. I like that the set name is printed on the lower part of the divider so users can identify what set each faction came from. The Sheep promo faction divider has improved coloring on it opposed to the original divider that was shipped with the faction cards. I found it a major oversight with the dividers in the fact that there were no new dividers included for the Munchkin Smash Up set. So I had to use the original dividers that came with the set, but they do not have the set name printed on them.
I like the fact that the Smash Up All Stars faction is included for people who may not have been able to get it from an organized play event. The inclusion of the Geeks faction is good for fans who did not get in on the Big Geeky Box, but it becomes a duplicate faction for owners of the Big Geeky Box.
The comprehensive rulebook is great. I like the errata and card clarifications that help straighten out any issues with card abilities. There is also a section that explains how each faction acts so players can know what to expect when playing them. The best part is that it eliminates having to hold on to multiple rule books.
I am not 100% sure where I stand with The Bigger Geekier Box. I think there are some cool things that the Bigger Geekier Box offers, but I already have the Big Geeky Box and have all of the expansions except for 2 of them. I am not sleeving the cards so I still have room, so to me this is not really necessary. So I am not saying this is a must buy accessory if you already own the Big Geeky Box; maybe if you sleeve your cards because this will give you that extra room.
There are things I like about the Bigger Geekier Box. From an aesthetics point of view, I love the new box with the artwork having LOTS more factions represented. I like the new dividers that have the set names printed on them. I also like the comprehensive rulebook that has the errata and card clarifications. I also like the cross-reference guide that makes sorting factions and grabbing bases for play easier. I appreciate the token tray, but I don’t find it necessary. Before, I just threw mine all in a ziplock baggie and that worked for me. The removable tray that has the token tray in it adds 2 1/2″ of depth to this box. To me this is 2 1/2″ of space that could have been saved.
I have one major issue with this box and it is its overall size. The original Big Geeky Box is 9″x14″x4 1/2″. The Bigger Geekier Box is 13″x13″x 7″. At this point, if you are not sleeving the cards, there is going to be a lot of wasted space, unless there are a LOT more expansions planned for Smash Up. With a 7″ depth on the box, this is a Kallax Killer. What I mean is that if you are using cube storage for your games, this one box takes up about the same space as 2 board games. If you own both the Bigger Geekier Box and Thunderstone Quest, the two games will not fit in the same cube.
A minor issue with this box is the fact that there were no dividers included for the Munchkin Smash Up set. I know that there were dividers included with Munchkin Smash Up, but they do not have the set name printed on them. All of the other sets for Smash Up had the upgraded dividers provided in the Bigger Geekier Box, so to me this is a bit of a miss for quality control.
I think that many owners of the Big Geeky Box are going to pass over this since they already invested in the original storage solution. With an MSRP of $40 that is a lot of money that would be invested in storage solutions, since the previous storage box would be pretty much obsolete.
If you are heavily invested in Smash Up and have not gotten a storage solution yet for Smash Up and you have a lot of extra shelf space, then I would say, yeah pick it up. It does a nice job of organizing the game with its growing expansion collection. If you are not sleeving your cards and already own the Big Geeky Box and have everything released up to this point, I think there is still enough room to hold several more expansions, so I can’t recommend it, Use the $40 to buy 2 more expansions for Smash Up as they are released.
I appreciate the effort from AEG to support Smash Up players with a storage solution that holds everything together. This Box is specifically aimed for those who are heavily invested in the game. Players who own the core set and maybe an expansion or 2 are better off with a 3rd party insert from either Go7 Gaming or The Broken Token.
Disclaimer: This copy of the Bigger Geekier Box was provided by Alderac Entertainment Group (AEG) for the purpose of review.
Game: Shaky Manor
Designer: Asger Harding Granerud, Daniel Skjold Pedersen
Published: Blue Orange Games
Players: 2-4 players
Playtime: 10-20 Minutes
Play Type: Dexterity
The manor at the top of the hill has a reputation of being haunted. Things seem to move in the night, and not just ghosts either. The house itself seems to move and tilt. However there are treasures to be had in the mansion. Will you be the first person to break the curse, get the treasure and escape the mansion alive?
There are two modes of game play in Shaky Manor, but they both have the same basic concept. The first mode of play is where players are drawing a colored room card and trying to get the meeple and three treasure chests into that colored room before their competitors do. In order to do this, players must shake their mansion until all other elements are out of the room listed. This is considered the “easy” mode, great for young kids because they are always working towards the same goal.
The hard mode is mechanically the same, with players trying to shake their manor to get certain elements in a colored room. However, in this case the elements change based on the card listed. When players draw a room card, the deck will show a new card faced up with various items that can be found in the house. The players must race to get all of those objects in the room, while ensuring that no stray objects end up in there. The first player to do so takes the room card.
Once a player has six room cards they win the game.
Components in Shaky Manor are fairly simple, but are very eye catching. There are the four room boards (two of which will need to be assembled when opened), a variety of different chits that go into the mansions, and a deck of cards. Players should check to see that all players have the same amount and types of chits before starting the game.
One fun thing about Shaky Manor is that players can actually see and “try” the game through the box, as there is a see through area on the box. While it does not actually effect game play, it was still an interesting component decision.
As far as the quality of the components themselves, I would say that they will hold up to the violent shaking that they will be forced to endure. The cardboard is sturdy and the chits are all either wood or strong plastic. My only component complaint is that two of the room tiles are very similar in color and can only be distinguished by a slight change in color and tiny symbols within the room. I would have liked to see the floors be more distinguished (maybe having different types of flooring, or more easily discernible colors)
Shaky Manor is a game that is great for families. It can be taught in under a minute, and has both an easy and hard mode so that the game can grow harder as children seek more of a challenge. Kids will be engaged as soon as they see the box and are able to shake it around and see the objects moving. The fact that it is so short also may be great for busy families looking to spend some time together on the weeknights. Set up and take down is especially fast, because all of the components should be set up after the first play through, meaning all players will need to do is open the box and shuffle the cards.
While Shaky Manor is definitely engaging for children, and provides short term competitive enjoyment for adults, I am not sure that it will provide long term engagement for adults without children. While fun to play with a group of friends for a short period of time, adults may find the simplicity of rules and the amount of luck involved in where items start to be repetitive. It will be enjoyable to play occasionally, but may not see the table as often as other dexterity games that provide more variability and control.
That being said, if you are a fan of dexterity games, this would be an enjoyable addition to your collection. It looks and feels great. It is much quicker to set up than some other dexterity games making it great starting game for a game night. I would suggest it if you enjoy games like Meeple Circus, Ice Cool or Dr. Eureka. It is still very much a dexterity game, however set up and take down is much quicker than these other games so it is great for a busy family.
Game: Maki Stack
Designer: Jeff Lai
Published: Blue Orange Games
Players: 2-6 players
Playtime: 10-20 Minutes
Play Type: Dexterity
It is time to show off your sushi stacking skills. Compete against the other team as you race to have the best presentation in the shortest time. The players that can complete the pattern first will win be the culinary masters.
The game play in Maki Stack is very simple. Players will divide into two teams and compete with those teams to replicate stacks of sushi depicted on cards. There are two kinds of cards: Chopsticks and Blindfold.
When players draw a chopsticks card, they must work with one other teammate to stack the sushi as depicted. Each teammate is only able to use one finger, imitating the idea of using chopsticks to stack the pieces. In blindfold mode one player wears a mask and listens to the directions of their other teammates to complete the task.
In both modes, the goal is to be the first team completed with all the elements in the correct spot. Players may add additional rules to make the game more challenging like only using specific fingers as chopsticks, or using non-dominate hands. The first team to six cards wins the competition.
The game comes with a deck of cards, two foam masks, two player mats, and 10 wooden sushi pieces. The pieces are high quality, and will stand up to being knocked over multiple times. The only thing I am not sure would last over a long time, especially with kids using them are the two masks. If I were to play this game with young kids frequently, I may consider replacing the two masks with sleep masks or another substitute.
As a teacher, a game like Maki Stack stands out to me as a great game for a classroom or family with young children. The game play while very simple, is also addictive and fun. This is especially true when there is a large group playing because the audience adds a lot of energy to those who are competing. It also allows kids to develop crucial fine motor and gross motor skills while having fun. The blindfold modes focuses on direction giving and listening skills which may be frustrating for some people, especially in a loud area. However, it makes for a great ice breaker when working with new people.
That being said, while Maki Stack can be played at two players, I would not suggest it. The game loses a lot of it’s interaction when playing with two players, because all of the modes are simply how quickly can you stack the image. In fact, I would really suggest Maki Stack only for four players or more, as with three players there are not equal teams.
Overall I think that Maki Stack is a lovely addition to my dexterity collection. It provides a interactive experience in which players must pay attention to one another and work together. As an educator, I plan on using Maki Stack in the classroom as an ice breaker early in the year. As an adult, Maki Stack is equally engaging with competitive people. Players will get very focused on how they can win, and may be even more engaged than if playing with children.
I would suggest Maki Stack if you are a teacher or parent. Additionally, I would suggest Maki Stack if you enjoy dexterity games like Ice Cool, Meeple Circus or Rhino Hero or if you enjoy games where you must work as a team like Captain Sonar, Codenames or Pandemic.