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  • Square Bird Card Game Preview

    Square Bird Card Game Preview - This is a prototype version of the game and does not represent the final quality or look of the game. Square Birds is being brought to life by Lydia Wallace at Happy Hen Games. This is a first-time design from a UK-based independent designer. I am always excited to try games from new designers, especially one like Square Birds that has clearly been given so much love and care. How To Play Square Birds The game works very simply. There are 18 tiles in the deck, double-sided. The face-down side shows the scoring side, while the other shows the main playing side. Shuffle the tiles and deal one tile face down to each player. This is each player's scoring tile, which will show two birds. The birds are all different shapes and colors. Each tile is unique and will represent the birds you will score with in this game. Then deal each player two face-up tiles. These will be your hand. Players then take turns placing tiles into a shared 4x4 grid, one tile at a time. The goal is to create clearings with the most amount of your scoring birds. The clearings are created by the lines on the tiles. Each time you place a tile, draw a tile to add to your hand. Continue this in turn until the draw pile is empty, and both players have placed all tiles in their hand. At the end of the game, when all 16 tiles have been placed, you can choose one clearing and score all birds from your scoring card in this area—one point per bird. The player with the most points wins. Playing Square Birds is a wonderfully calming experience. You will feel competitive, sure. You will want to win. But games take 5 minutes. If you lose, it's okay. Just rack 'em up and go again. This will make you feel that you don't need to take the competitive side too seriously and simply have fun, which is the perfect headspace to be in when you play this game. As the clearings begin to form, your mind will fill with all the possibilities of your scoring options. New clearings will be created. Old clearings will be expanded. Clearings you hoped to develop will be shut off. A surprisingly large number of things will happen simply by laying one tile. The feeling of creating, adapting, and trying to manipulate this puzzle in your favour, all the while your opponent is doing the same, creates a very interesting dynamic. Sometimes, you will be inadvertently helping each other. Other times, you will be blocking off large scoring areas or placing scoring boards of your opponents into areas they cannot access. How much attention you pay to what your opponent needs or does not, versus building your own clearing, is up to you. There are obviously more than one way to play this game. The game has a tiny footprint, both in terms of its size and the area needed to play. I would love for the final version to be made with high-quality stock cards with a bit of weight and a waterproof finish so that the game could be taken and played anywhere—outside in the wind, in the pub on any wet table. No worries, Square Birds can handle it! With only 18 tiles to make, the costs would be minimal, so I hope this can be achieved. It would be a huge selling point for me. The art style on the cards is simplistic but gorgeous. Even though all the branches simply form from the centre line, it still amazes me how well and neatly they all meet when you join the tiles up. There is something so calming about playing this game. The art definitely helps with that, as do the simple rules and flow. I will be very interested to see what Lydia does with this game. I feel she has created something that deserves a lot of love and attention. I sincerely hope this happens.

  • Jim's Top 10 Board Games of 2022

    Here we go! What a year 2022 was. I would say that it has been one of the finest in recent history for board games. A brilliant UKGE. A fantastic Essen. And what a list of games! Vintage. Picking just ten from all the new games released in 2022 that I have played this year was tough, but this is it. As always, I am sure things could change had I played more games. But I make a choice with the games I play, so if I haven't played it yet, that also says something to me. So, with that said, let's get to it. My top 10 of 2022. WBG Number one Card game of 2022 and coming in at TEN overall: 10. Walkie Talkie WBG Score 8/10 I demo'd this game at Essen this year and immediately had to buy it. It offers something I always love in card games. A simple ruleset, but huge fun. I have played it so many times with so many people since, and it hasn't failed to deliver each time. And for me, I do not see this getting old. It has the same addictive drive to go back to it that I found with The Mind. When you play for the first time, you set your current groups guide score, then for the rest of the games that session, you try and beat that score by as much as you can. I generally play until we all manage to use all of our cards, which happens most of the time. It will take five to ten games on occasions, but that just means more fun! Well worth checking out if you like simple fun cooperative card games. WBG Number one Family Game of 2022 and coming in at NINE overall: 9. Skate Summer WBG Score 8/10 I was drawn to this game from the theme and art, it felt so original. But I go back to it because it is solid game that still feels fresh after multiple games. The split round really helps with this. The first few phases feel so different to the next two. Moving from a push-your-luck hand management card play on your skate board, to point-to-point area control with set collection on the main board. The components are all so juicy for your fingers too, and everything just pops visually. But there is depth in the game you don't expect, and the development of your player board as you progress in the game, which starts to generate bigger and bigger score is wildly satisfying. WBG Number one Blank & Write Game of 2022 and coming in at EIGHT overall: 8. Vengeance: Roll & Fight WBG Score 8.5/10 There is something so nostalgic to this game, it keeps bringing me back to it to experience that child like feeling again. It feels like I am paying an arcade game in the 90's and that was a happy time for me. So, this is very much a personal choice to add this game to this list, but I would wager a few others would get the same warm fuzzy feelings from this game that I do. And any game where you get to throw this many dice, in a real-time race gets my vote. Some of the moves you can do are very cool too. This is just a very cool game. WBG Number one Campaign Game of 2022 and coming in at SEVEN overall: 7. Viticulture World WBG Score 8.5/10 I already loved Viticulture and do enjoy the cooperative nature of this version, but the part that makes me enjoy Viticulture World so much is the campaign. I love games that evolve over different plays, with new little treats to explore and enjoy each time you get it to the table. In Viticulture World you are treated to this multiple times, as each Country brings a new little twist to the ruleset. It's a wonderful experience to go through the first time, and as I have found out, a second time too. When I played this all through for a second time, a few months after the first time, after I had forgotten a lot of what I had learnt the first time round. It was a great experience both times. And what you are left with when you are done when you pick one country to play as a one off game feels very much like picking a bottle of wine. I know I will enjoy anything in the box, but I get to pick which style I want to play that day to suit my current mood. WBG Number one Newcomer of 2022 and coming in at SIX overall: 6. Starship Captains WBG Score 8.5/10 This game looks great and plays just as good. I found I did not really enjoy game one, or two for that matter. But I love it now. This is a great example of a game getting more fun to play as you get better at it and why first impressions for me are not always valid for review purposes. I don't mind winning or doing well in games, but when I cannot figure out a way to get my engine going, it can be frustrating and just not as much fun. That was the case here with this game. But after a few tries you will figure out the ways to maximise your efficiencies and get your combinations working, and it feels great! It does mean this game gives an advantage to more experienced players, so you need to try and play with people who have played as much as you in order to all enjoy it equally. WBG Number one Surprise Game of 2022 and coming in at FIVE overall: 5. Galileo Project WBG Score 8.5/10 Talking of combinations, Galileo just pips Starship Captains as the combos in this game are just a little better, just that little bit easier to execute, and generally speaking, can be accessed by most people from game one onwards. The game looks complex, but it really is very simple, and ends up being a race as to who can get their engine working the most efficiently the quickest. It looks great, and offers an incredibly rich gaming experience in under an hour. One that I cannot stop going back to. WBG Number one Solo Game of 2022 and coming in at FOUR overall: 4. Batman: The Dark Knight Returns WBG Score 8.5/10 This game was lent to me by Rod from extraordinaryinvestigations after his Kickstarter was sent to him and he knew he didn't have time to play it at first. And goodness me, did it blow me away. It was so absorbing. As it is based on such a brilliant story, it made the solo experience just fantastic. I was reading the comic the game is based on at the same time as playing it, which really helped. I would heavily encourage other people to try the same thing. It drew me into the universe even more, which for a solo game, is important for me. The character development, the absorbing story, and freedom of gameplay made me feel like I was the Dark Knight. I was in the game for every moment I was at the table. I can still feel those sensations now as I think back to playing the game. I am unsure if I would go through the whole experience of the four chapters again anytime soon, perhaps in a few years. But once was enough to make this rank at four for 2022. It was that good. This game has less replayability, but it certainly has huge wow factor, great production, a wonderful story, and exciting game play. WBG Number one Gateway Game of 2022 and coming in at THREE overall: 3. The Guild of Merchant Explorers WBG Score 9/10 This game is ugly. Let's get that out the way from the off. But despite that, (and generally speaking, art, theme, and the overall feeling a game gives me from the aesthetics is hugely important to me), I rank this game very highly. If I was going to pick one game to play with a non-gamer, this would be it. It is incredibly simple to teach and learn. You will be set up and playing within minutes, and finished in under half an hour. Even when you are playing with people new to the game. The teach is a breeze. But everyone around the table, experienced players and those new to the hobby alike, will all feel like they have played a game of substance. The scoring is incredibly satisfying, and you will want to play this game over and over again. Just as I have done ever since I got this game this summer. A modern classic. WBG Number one Party Game of 2022 and coming in at TWO overall: 2. Long Shot: The Dice Game WBG Score 9/10 Picture courtesy of Bill Kunes @bkunes from Board Game Geek website. This is the second game in this top ten that I don't own. Batman was leant to me, and Long Shot was a game I first played with some friends at UKGE this year. It seems strange to me that I have not bought it for myself since. I would put that down to poor availability, and a deeply concerning and growing pile of unplayed games in my house that limits my purchases! But if I were to treat myself with something at some point, it would be this game. However, the memories of playing this at a few conventions, and at friends houses this year are enough to make this small box party game jump ahead of some real big hitters and take the second spot for 2022. Each time this has hit the table for me this year, it has created huge moments of joy. Something a party game simply has to deliver every time for me to rate it. It's hard to do this for some games, based on the group and situation. But this game has done this for me every time it has hit the table. Perhaps as I have always played it in high numbers, I don't think this would work as well under four. But for a large group, if you are looking for a quick, fun, but still semi-strategic experience, this will take some beating. WBG Number one Euro Game of 2022 and coming in at ONE overall: 1. Tiletum WBG Score 9/10 Tiletum is not a looker by any stretch of the imagination. But of my, does it play well. I love dry euros, but this stands out to me with its smooth gameplay, satisfying scoring, and the epic build to some brilliantly complex, but simple to execute combos. This is the game I would play right now if I could play any game. I would like to play this game with anyone, in any situation. It may not immediately appeal to everyone off the shelf due to its looks, but I think that if people are willing to give this a try, they will fall in love, just as I did by the end of turn one. Simply brilliant. So that's my list. A common theme here is that I have chosen games that have drawn me back to them over and over. For someone that plays so many new games, I find that to be the best and most honest barometer when it comes to ranking games. There are plenty of great games that came out this year that I have not played yet, so this list could change over time, but for now, I look at these ten beauties and smile for the memories they gave me, and the great times that are still to come from playing them. I hope you had a great year of gaming in 2022. Here's to an even better one in 2023.

  • Essen Spiel 2023 Most Anticipated Board Games - A Retrospective: Were They Any Good?

    All games featured here are the reviewer's copy (or were not bought at all!). See our review policy here In October 2023 I drew up a list of 14 games I was most excited about seeing, playing, buying or demoing at Essen 2023. I though that now, a few months later, it would be interesting to re-visit this list, to see which games lived up to the hype. The White Castle - I bought this game. I love this game. I will never get rid of this game. My copy is signed and I adore the design team behind this game. It plays incredibly smoothly offers so much "game" in under an hour, and always leaves me wanting to play again. A joyous, condensed, combo filled euro. Worthy of the hype. Nokosu Dice - I played this game at the con with a friends copy. I wanted to buy this game, but this game sold out very quickly and seems to still be unavailable anywhere. How do so many publisher's get their stock levels at conventions so wrong? I doubt the hype for this game will ever be as big as it was for Essen 2023 and they turned up with around 500 copies it seemed. Oh, well. I bought Sail instead and I am happy. Planta Nubo - I did not buy this game. I did not demo or play this game. The game was over priced (or so I thought) at the convention at $50 euro (if memory serves correct) which seemed a little over priced to me. I planned to buy it afterwards when the prices calmed down. It's currently not readily available, with only two sites that I can currently see selling, and it's listed at £78 with shipping, so maybe I should have just bought it at Essen. Whoops. Portals - I bought this game. I am unsure about this game. I may sell this game. It certainly looks nice, and the components won me over when I went to the stand at Essen, so I bought it with minimal knowledge of the game play. I have since only played it a few times and each time I was left underwhelmed. It's fine, a 7/10 maybe. I will keep it for a little bit more, play a few more times and then make my mind up. I think I believed my own hype! Lesson learned... maybe. ito - I bought this game. I love this game. I will never get rid of this game. I have played it since with so many different groups and it has only fallen flat with one person so far. My wife. Mostly as I am less than tolerant with her strange (to me) clues! But it is so fun, and if you enjoy Wavelength or are looking for a simple party game that encourages fun conversations around a simple set up, get this. It's wonderful. Furnace: Interbellum - I bought this game. I have not played this game yet. I doubt I will ever get rid of it. I have played Furnace a few times since I got the expansion, just not with people who know the base game well, so I did not feel comfortable adding the expansion. I hope to fix this soon. I am confident this will make a game I love even better. Cascadia: Landmarks - I did not buy this game. I did not demo or play this game. Again, it seemed over priced at £30 at the convection. Although the price has not come down since. Although someone at the con said to me, they did not want to add complexity to Cascadia as they like it because it is light and simple. And they have other games for times they want a more crunchy game experience. That resonated with me. My appetite for this waned. Sea Salt & Paper: Extra Salt - I bought this game. It's ok. I won't get rid of it. It's just a few cards. No need to get rid of it. It has a tiny footprint and its ok. It has some interesting new cards, but I am unsure if the game needs that. It affects the probability of other cards being drawn. That bugs me a little. Felt like a cash grab on a popular game. From the Moon - I did not buy this game. It was not available to purchase. Just demo. I did not demo it. I ran out of time. It looks amazing and I hope I get a chance to play it this year. Nekojima - I bought this game. I like this game. I won't get rid of this game. It's fun. But like many dexterity games, can be annoying. The idea is to build up your pieces to get a nice impressive tower. Most the time you fail, and they all fall down. It's annoying, even in competitive mode as you want a big impressive tower more than the win. And you rarely get that. Perhaps a tiny bit too hard for my clumsy hands. But, it looks ace and is fun for a game or two here and there, and it scratches an itch for me in a sector of games I do not have many other options. Papertown - I bought this game.  I like this game. I may get rid of this game. It is very simple, and looks fun. And has some interesting options. But choices seem a little limited and the graphic design, with the angle of the tiles does make me feel a bit wonky as I look at it. Its a solid 7. Do I need to keep the 7's? Probably not. Will it grow in ratings after more plays? Probably not. More plays needed. Redwood - I did not buy this game. I did not play or demo this. But have previously demo'd. I ran out of time, but really want to play it soon. It looks fantastic and I have heard good things. Sail - I bought this game. I love this game. I won't ever get rid of this game. It's so good. And I am over missing out of Nokosu Dice now. Mostly! It has a lovely arc to it, and different levels you can play on. The theme is a lot more present and interesting than I thought and I love how the game has levels to work through. You play your way into this game over multiple games and build a winning strategy. It feels great to do this. It is a bit like The Mind in this way. A little bit. Just you have to do that over multiple plays, rather than rounds. So, it takes some patience, but it totally delivers if you give it the chance to breath. Sea Dragons - I did not buy this game. I did not play or demo it. Again, this sold like hot cakes and each day I went to the booth. Each day they ran out. Again, I doubt the buzz for this will ever be as big again and I fear many people will move on to look for other things. I myself would love to get my hands on a copy if I could. The buzz has not waned for me, yet. So, there you go. Some hits. Some misses. Some I will keep for ever. Some I may sell. Some I missed out on. Some I still want to get. A classic convention story I would imagine. I cannot wait for the next one!

  • 5 Hidden Gems I Discovered During Essen 2023 Game Fair

    All games featured here are the reviewer's copy paid for with my own money, apart from Nucleum which was provided for free for purposes of review. See our review policy here When visiting Essen, I always spend a significant amount of time researching which games I want to try out and buy before I go. There is so much to see and do, you need to prepare to max best use of your time. However, as is often the case in life, sometimes it's the things you know little to nothing about that can delight you the most. This was the case with the 2023 Essen fair, where I came back with many games I did not plan too, some of which have offered me a lot more joy than some of the games I was most excited for. As such, I thought it may be interesting and helpful to list my hidden gems of Essen 23. Games I bought, and loved, but prior to the fair knew very little about. So, without further ado, here are my 5 hidden gems I discovered during Essen 2023 Game Fair. That's Not A Hat WBG Score: 9 Player Count: 3-8 You’ll like this if you like: Hanabi, Remembering stuff! Published by: Ravensburger Designed by: Kasper Lapp I had not heard of this game prior to Essen. I was walking around the fair, late one afternoon and I came across a table of strangers being demoed the game. They were all laughing and seemingly having a great time. I stopped to watch and was instantly captivated. I joined in the next game and instantly went to go and buy it afterwards. It seemed to be such a simple game to learn, teach and play, I was certain I would it would be suitable for a lot of circumstances, and get a lot of plays. Since I have owned this game I have played with with family and friends, and it has landed 99% of the time. The game is simple. look at a card, try to remember it. Flip it face down, Pass it around the group naming what you pass as you do. If ever you think someone is passing you something that they have named incorrectly, call them on it. If they are wrong they keep the card. If you are wrong, you keep the card. First to a set amount of cards loses. It can be stress inducing. Trying to remember the cards can be a lot harder for some people. This can be frustrating and even embarrassing it seems for some people. But most seem to simply find it hilarious and enjoy the simple pleasure of watching other people forget the cards just as much as they are. Revelling equally in everyone's inability to retain basic information learned moments before. 5 Towers WBG Score: 8 Player Count: 2-5 You’ll like this if you like: Ten, Lost Cities, No Thanks. Published by: Deep Print Games,Gém Klub Kft, Pegasus Spiele, White Goblin Games Designed by: Kasper Lapp Again, this was not a game that was on my radar. But as I walked by the stand some people that I was with seemed to get excited to see it. I went over to check it out myself, and there was a bit of a queue. So, I thought I would just take a punt and buy it as it was only 10 euro. I thought I could always gift it on if it wasn't for me. I played it a few weeks after getting back from Essen and instantly thought what a great little game it is. It's very simple. Five cards from five different suits are dealt out each round and players in turn, decide how many of these five they want to build. You can only bid a higher number than previous bids. You only get one bid. And any bid of five instantly ends the bidding round. The player with the highest bid then has to take that many cards and build them. This is done by placing them face up in their coloured groups in front of them. The catch being that what you build must be always on top of the same colour, and be a lower card to the one placed before. You cannot put a higher card onto a lower one. Players will then score points at the end of the game based on the size of their towers. So, building an 11 card and then a two on top is a huge waste. It's incredibly addictive, brilliant in all player counts (but probably best at 2 or 4) and is so easy to teach and play, you could make this work with almost any group. I am a big fan of games like this. A nice simple filler that feels it offers meaningful choices. Surfosaurus Max WBG Score: 8 Player Count: 2-6 You’ll like this if you like: Poker, Battle Line Published by: Loosey Goosey Games Designed by: Ikhwan Kwon I have already fully reviewed this game here. Head there if you want the full run down of how it plays and what it is like. But if you are here for the abridged version; here yo go. It's awesome. Anyone wanting more, but has not clicked on the above link to the full review, I will say this. If you want a game o play with friends that will illicit screams of joy and horror, that plays fast, is easy to learn, you will not go far wrong with this game. It looks fun. It plays fun. It is fun. And I only bought it because it had a cool name, and something (it seemed) to do with dinosaurs. But come on. Would you really have passed this up yourself? Nucleum WBG Score: 9 Player Count: 1-4 You’ll like this if you like: Brass: Birmingham, Tiletum, Barrage. Published by: Board&Dice Designed by: Simone Luciani, Dávid Turczi This game has also received the full WBG treatment here. But the short-and-sweet version is this. Do you like Brass? But wish you had a version that was slightly different, a lot more green, maybe not quite as good, but with a more nuclear theme? Well, great. That was a uge coincidence! In all seriousness, you can't own all the euro's made. And if you want the best, consider Brass. It's phenomenal. More thoughts on Brass here. But if you want to buy and own more than one, and you already own and love Brass, this is worthy of your consideration. It has been knocked by some due to comparisons with Brass, and it not being as good. But that perhaps is a little unfair. Considering Nucleum on its own, as a standalone game, I would rate it very similarly to Brass. Both are 9/10 games for me. Brass is better. Perhaps a 9.5 if I was pushed to separate them. But they are both great and they both offer fascinating choices throughout. (But I do prefer Brass). Liars & Looters WBG Score: 8 Player Count: 3-6 You’ll like this if you like: Bohnanza, shouting at your friends! Published by: Floating Forge Designed by: Julian Reinartz Liars & Looters is the perfect example of a game I have never heard of, that caught my eye at Essen, I bought on impulse, and I now adore. I sat down and tried this, mainly in truth, as the table was free and I was tired. But oh my, do I appreciate my laziness now. It is so simple. Players are given a task to collect a certain groups of cards. Each person will have one type of card they don't want as well as the ones they do. Players then take it in turns to draw a card and then trade one card with another player. Each round all players gain one more card, but can they through sheer luck, or clever trading, get the ones they need to collect their set. Now, here is the twist, when you trade, you do not, and really should not, tell the truth. Players will offer things to other players, knowing this is the thing they desire the most, but knowing themselves it is in fact the one thing they do not need at all. As these trades take place, screams of joy, frustration, laughter and goodness knows what else will fill your ears. It's hilariously addictive. And seems to be like this immediately so each time I play this. There is no build up to this game. It starts with a bang and continues like that for the entirety of the game. Which would be a bit much if it was anything longer than 15 minutes. But it isn't. So I love it. I think you may do to. So, there you go. Five games I did not have on my radar but now heartily recommend. Shows you how much we should all take from pre-convention hype lists, right? (Note to self!)

  • 3 Festive Games to Keep the Family Entertained this Holiday Season

    Want to know what game to buy for your next family game night? WBG presents our top three party games, each catering to very specific preferences. Whether you enjoy deduction, crave a more creative experience, or wish to challenge your memory, What Board Game has you covered for all your gaming needs. Best Party Game for a CREATIVE group who like to be LOUD Scrawl WBG Score: 7 Player Count: 4-8 You’ll like this if you like: Pictionary, Broken Telephone, Terrible drawings and ridiculous guess. The clue was on the box! Published by: Big Potato Games Designed by: Uncreditied Scrawl stands out as the game that has generated more laughter than any other in my gaming experiences. While it may not be a perfect fit for every group or situation, given the right environment, this game becomes utterly hilarious. The game mechanics are straightforward. Each player receives a card with a funny phrase on it. Simultaneously, all players draw their respective phrases without any specific rules—just the restriction of not using words. The drawings are then passed to the right, and players try to describe the drawing they receive. This process repeats, with drawings and descriptions circulating until each player gets back their original drawing, now accompanied by a comical mix of you firends attempts at art! Players then share the story of how their phrase evolved, typically resulting in bursts of laughter. If the concept sounds entertaining to you, it's almost guaranteed to be a fun experience! Scrawl is an excellent game for laid-back settings, requiring no table. It adapts well to various group sizes, and you can play for as long as you want without the need for scoring—just pure, lighthearted fun. There is also a Disney version if you want something more suitable for younger children called Disney Sketchy Tales. Best Party Game for a STRATEGIC group who like DEDUCTION Night of the Ninja WBG Score: 9 Player Count: 4-11 You’ll like this if you like: Werewolf, The Resistance Published by: Brotherwise Games Designed by: Justin Gary Night of the Ninja not only plays exceptionally well but also boasts stunning visual appeal. The cards, crafted from cut paper and captured for the game, are mesmerising. The mechanics and overall flow of the game are brilliantly designed, providing an accessible yet strategic party gaming experience. The gameplay involves all players receiving a card indicating their allegiance to either the red or blue team. In certain player counts, there may also be a Ronin playing independently. Players then engage in a card-drafting phase, choosing one card from three and passing the other two to the player on their right. They then select one from the two handed to them, with the final card being discarded, leaving each player with two cards. These cards are played at various stages of the unfolding phases that follow this. Early cards allow players to gather information about others' cards or allegiances, while later cards enable players to interfere with opponents and eliminate them from the round. However, it's crucial to question whether they are truly your opponents before you strike and knock over their player stand. The game concludes when all cards are played, revealing all players' allegiances. The team with the highest-value remaining player wins. Each player from the winning side then draws a point token from the bag, and the game continues until one player reaches ten or more points. The gameplay is thoroughly absorbing, immersing players in the art of second-guessing every move. Night of the Ninja is a delightful deduction game that involves everyone, eliminating the need for a game master or a designated leader. The rules are simple enough for anyone to grasp within minutes. While the game can be played in a relaxed environment, having a table is beneficial for providing each player with a designated space for their player stand bu not crucial. Highly reccomend. Best Party Game for a PLAYFUL group who like test their MEMORY That's Not A Hat WBG Score: 9 Player Count: 3-8 You’ll like this if you like: Hanabi, Remembering stuff! Published by: Ravensburger Designed by: Kasper Lapp Some party games thrive on sheer silliness and a unique hook, and That's Not A Hat is undoubtedly one of those gems. The premise is simple: each player is dealt a card face up. The starting player draws an additional card, flipping over the first one and passing it to the player indicated on the card, either to their right or left. As they hand over the card, they declare what it is, saying, "This is a Ball." If, indeed it is a ball. This process repeats, with each player flipping over their initially dealt card and passing it to the next person in the direction indicated. Eventually, all cards end up face down, and players must now pass cards that are in front of them, facing down. Players also pass the card they've had the longest, not the one just given to them, and now have to try to remember what on earth it was! At any time, players can call out someone they suspect of misidentifying a card. If the accuser is correct, the person passing the card takes it as a negative point, drawing another card to continue the game. The first player to accumulate negative three points loses, while the others emerge victorious. The game unfolds in a riot of laughter, highlighting how quickly our brains forget the most common objects just moments after being declared. With cards depicting mundane and basic items, it's astonishing how swiftly they vanish from memory. Every play for me so far has led to someone immediately seeking to purchase their own copy – such is the impact of the game. Whether you excel at memory games or provide amusement for others with your forgetfulness, That's Not A Hat promises a delightful experience. If this sounds like a fun experience to you I would encourage you to not hesitate and grab this game!

  • Seeker Chronicles Card Game Review

    Seeker Chronicles WBG Score: 8 Player Count: 2 Published by: One Stone Studios Designed by: Fulvio Flamini, Hendrik Poulsen Nautrup, Lea M. Trenkwalder This is a final version copy as sold at Essen 2023. A wider reprint is coming to Kickstarter soon with additional content. You can find out more about the game here. This is a free review copy. See our review policy here Seeker Chronicles is a fascinating card game developed by a team of scientists and game developers who love games, STEM, and science. STEM stands for science, technology, engineering, and mathematics. The team behind this game states, 'We believe in the power of science and of games beyond gaming.' However, this is not a game that feels like you are doing school work. Rather, it's a game that plays fast and fun, but you may just learn something as you go. Let's get it to the table and see how it plays. How To Set up Seeker Chronicles Separate the deck of cards into the 6 Seekers and their 6 associated Chronicles. Each card is identifiable by the symbol in the top left of the card. Each Seeker has 10 cards linked to it. Roll a die, and the person with the highest roll then picks one of the six piles. Alternate picks until both players now have three piles each: three Seekers and 30 Modules. Each player then identifies their three Seeker Module cards, one for each Seeker. This is identified by the Seeker Chronicles logo in the top left of the card. Place each Seeker Module with their relevant Seeker and leave two of these to the side. Place the other one, of your choice, face up in front of you with the Seeker placed above the Seeker Chronicle so the bottom of the Seeker Chronicle cards is visible under the main Seeker card. Shuffle the rest of your deck of Chronicles and place them next to this in a face-down deck. The player that picked Seekers first draws three cards to form their starting hand. The other player draws two cards and becomes the starting player. You are now ready to play. How To Play Seeker Chronicles Players will now take turns. First, draw a card from your deck. In later rounds, if you have any exhausted Modules, you can flip them from horizontal to vertical to ready them again for this round. Next comes the main round where you can play one module from your hand to your Memory. This means placing a card on the table face up in front of you, ready to be used as a resource, or ready to be linked to a Seeker. Players can then Link or Hyperlink as many cards as they like, paying the resource cost to do so. Cards in your Memory can be Linked, while cards in your hand can be Hyperlinked, typically at a slightly higher cost as it is a shortcut avoiding the need to be played to the table first. When you Link or Hyperlink a card, you need to pay the resource cost, shown on the top left of the card by rotating previously played Modules to exhaust them. Then, you must slide the card you are activating under the Seeker card you are adding it to, keeping the bottom part of the card visible to show its power when Linked. Now, resolve this ability. Doing this also increases the Power of each of your Seekers. Linking Modules to Seekers in this way adds the Module's power, shown on the bottom right of the card, to the Seeker. This is important for the next phase. But also for adding new Seekers. When a current Seeker reaches a power of seven or more, you can add another Seeker into your display of cards. When you add another Seeker this way, their Seeker Module card goes into your hand. Not tucked underneath the Seeker as in set-up for your first Seeker. Next is the Research phase. First, your opponent can Challenge you by producing resources to Link or Hyperlink Modules of their own. Players then calculate the differences in Power between their Seekers, combining their first Seeker with the other players first Seeker, then their second with their opponents second, and so on. Each researching Seeker with higher power than your opponents' Seekers allows you to Archive a number of cards equal to the difference. Players want to do this because the player who cycles through their deck three times by archiving cards in this way first is the winner. The idea is you are increasing your scientists' knowledge by enhancing their understanding of each Module of science. To Archive means simply taking the top card from your deck and flipping it face up in a separate Archive pile. Play then moves to the next player, who will go through these steps in turn until one player has cycled through their deck three times. That player is then declared the winner. Is It fun? Seeker Chronicles Card Game Review The game is much more of a race game than you first realise. Activating cards to power up your Seekers at first feels more of an Engine builder, with some clever Tableau building. And this is all true. But as you play through more rounds, you will realise this is actually a race game. Its not about who can build their Tableau the best. It's all about who can build it the fastest. Now of course, these are interlinked because you will not be able to build it the fastest if you have not also built it the best. But it will be this pressure and tension from the race that will encompass your as you play. The interplay between the cards is very clever. It feels like there are so many ways to combo certain cards together to create more powerful turns. Linking more cards, activating more powers, and archiving more cards each turn. It feels great. As only one card can be played as a Memory each round, you need to think carefully about the order you play cards. However, having the ability to Hyperlink cards directly from your hand means you can bypass this phase if you have the Resources to do so. And some cards have the Hyperlink cost set as the same as their Link cost. Efficiency in your card choices is very important. The game has a lovely arc to it. As you play more Modules, and build up your Seekers, you will feel a significant increase in the power of your turns. This increased power ramps up for both payers, and increases the feeling of tension in the race to archive your deck three times first. However, one card may be a little over powered in your first few games as you learn the deck. The Hawking Radiation card has a power of six, and a Linked power to triple that cards power that turn. There are other cards that allow you to unlink cards, so if you use this card a few times in a game, its pretty hard for anyone to catch you. In fact, every time I have played, the person who had this card won, and by a fair margin. It feels unbalanced in the early games as you learn how best to counter this sort of move. However, this is a real anomaly. The rest of the cards feel perfectly balanced and work well together, offering both players an equal opportunity to carry out exciting, varied, and powerful turns. I have enjoyed learning each scientist unique powers and how they can combine in different ways to work with each other to provide an entirety varied gaming experience. I would recommend this game to anyone who enjoys clever little card games, and who is either interested in the area of science it covers, or would enjoy discussing it as they play with their children. I have had some fascinating conversations with my son as we played this game. It has sparked his curiosity into what all these new words and things mean. Requiring a serious amount of googling from my part to answer accurately!

  • Get Ready for Fightin', Robin' and Lootin' with our High Noon Heist Card Game Preview

    This is a preview for a game coming to Kickstarter soon. You can find more about the Kickstarter here. This is a free preview copy. See our review policy here High Noon Heist has been developed by first time designer Sam Barton from Table For Two Games. It is a fast-paced two-player only card game that offers a lot more than you first think. How To Set Up High Noon Heist The game works by pitting two players against each other, one playing as the Outlaws, the other as the Law enforcement. Players will take their eight character cards, a reference card detailing the power of the cards on their opponent's hand, and two Loot cards. One player then separates the 15 Heist cards into their three separate level one, two, and three piles. Shuffle each pile separately, then form a face-up deck with the level three cards on the bottom, and one on the top. Set this deck down below the two location cards. You are now ready to play. How To Play High Noon Heist Players will now look at the top Heist card and decide which card from their hand they want to play. There are 15 Heist cards to go through over the 15 rounds of the game. And you only have eight cards in your hand, so you need to decide which card to play for each round. Although, you will get all your available cards back when you play your zero powered No Show card. You need to assess the value of the current Heist and try to predict which card your opponent will play. Heists are either worth one, two, or three Loot, and they have their own unique Heist abilities too. For the three value Heists, players are likely to fight harder to win, and certain Heist powers will encourage certain cards to be played over others. You can also see which cards your opponent has played, so will always know what they have available to them in their current hand. It is a game of bluff and double bluff as some Heist will make you think your opponent will play a high card as they will be rewarded with Loot if they do. But they know you know this, so may then play a low card to avoid being trapped by the powers you have to hurt them when you play a high card. The lower power card generally attacks the higher power cards you see. Such as the Law players Bounty Hunter card, which is their One powered card. When you play this, if the the Outlaw player plays their Seven or Six card, their card is then placed into Jail, and the Law player earns a Loot card for this. They will then also win the Heist as they are the only card remaining. The Outlaw player has a similar level one card that places their opponent's six and seven card into the Doctor's Office when played on the same Heist. Cards placed into Jail or the Doctor's Office this way can only be retrieved by playing your No Show card on either the Jailbreak of Surgery Escape Heist. This of course, means you will lose that Heist though, and these two Heist cards are worth two Loot each. And if you have cards of value in the Surgery or Jail the time this Heist card comes up, your opponent will know you will most likely do this, and potentially win without having to play a good card. If both cards played remain after all affects have been taking into account, then the card with the highest power wins the Heist, and takes the Heist card and any associated win bonus. Some Heist cards have a lose affect too, such as the Shootout, where the losing player is placed into the Jail or Surgery, depending on if they are the Law player or Outlaw. Once all 15 Heists have been carried out, players count the Loot gained and the player with the most Loot wins. Is It Fun? High Noon Heist At first, the game comes across as very simple. But as you learn both character's decks a little more, you will realise the genius in this game. Will you double bluff play the obvious card, thinking your opponent will over think it and counter the wrong way, or bluff and play a card that doesn't work as well with the Heist, but could be safer to you and more dangerous to your opponent if they play the obvious card? Games last around 15 minutes, so you can race through each one. Typically meaning you will play more than once each sitting. I found we mostly played the game twice each time, trying both the Outlaws and the Law side each time. It's a fun way to play and a good way to learn both decks. You will need to play your No Show card at some point, in order to get your cards back. But doing so too early can be fatal. Ideally, you will play it when the Jailbreak or Surgery escape heist card is revealed. These are both in the second group so will be either the 6th, 7th, 8th, 9th or 10th Heist card in the game. Obviously, if it comes out 9th or 10th, it will be too late, and you will have to play it sooner, either as well, or instead. If it comes out 5th, this may be too soon, and if you don't have any characters in Jail or the Doctor's office yet. you won't need it. Timing, as with most games, is everything. There are two heist cards with a value of three Loot in the first five Heists and the last five Heist. The middle five has just one card worth three Loot. Timing your cards so you have the right hand for the right Heists is also crucial. However, eight of the 15 Heist cards offers the players ways to gain Loot in ways other than winning that Heist. Guessing what card your opponent will play before they reveal it is an interest one. If the other player only has one card in their hand, this is obviously pretty easy. But they could also have all their cards if they played a No Show the previous round. Some luck is involved here, of course. Overall, I have had a lot of fun with this game and can see it dropping into fairly regular rotation when I am playing two-player games. Its perfect for the pub, or when travelling. It has a very small footprint in terms of the size needed to play. And is just a deck of cards in a single deck box. It's so easy to carry around as well. I would recommend this game to anyone who enjoys two-player cards game, and is looking for something to play either on the move, or as a quick filler at the beginning or end of the night.

  • Tapestry Review

    Tapestry WBG Score: 8/10 Player Count: 1-5 You’ll like this if you like: Viscounts of the West Kingdom, Wingspan, Lost Ruins of Arnak Published by: Stonemaier Games Designed by: Jamey Stegmaier When Jamey Stegmaier of Stonemaier Games announced a few years back that he was making a Civilization game, I was about as excited as a 40 something year old can get (legally)! I certainly remember a few walls being bounced off! When the game itself was launched, my friend bought a copy and we played it on the day it arrived. We were both instantly absorbed in Jamey’s world. I loved the game and the experience, and now with my own well played copy, I thought it about time to talk about a few things on my mind regarding Tapestry. Tapestry is a fantastic game. The production is off the charts, the rules incredibly smooth, and the gameplay rewarding, challenging and variable. I enjoy playing this game immensely and think I will for many years to come. I love teaching new players this game. Especially players who are not quite as obsessed with games as I am! They see the large set up with multiple components, icons and images and can be intimidated. But within 5 minutes are relaxed into what is, a very simple game rules wise. It’s a great gateway for this reason. It's like Wingspan in this way, in that it gives new gamers a feel for what modern gaming is all about in an accessible and quickly understood manner. The rule book is only a few pages long, so it doesn’t take long to learn yourself. And once you realise there is only really two options on your turn, it does click into place quickly. Tapestry is a simple game at heart. You are given a Civilisation card at the start of the game with a unique asymmetric power. This is the heart of the game and a big part about what brings people back to the game over and over. There are more of these civilisation cards in the Plans & Ploys expansion too. In each turn, you will be given two choices. To advance your Civilisation to the next stage or try and develop your progress within this one. You will use resources to move up four different tracks. Advancing your powers in either Science, Technology, Military or Exploration. If you have the resources available, generally you will advance one of the four tracks, if you don’t, its time to advance to the next era. Seems simple enough right? But there can be occasions when this simple decision can be overwhelming for some. You can usually move on either of the four tracks. Each one will offer something of use and other players cannot block you from taking a certain route. So, it won’t always be obvious which is the right path for you. Based on you own tapestry card for the era and civilisation card for the game, players can be led in a certain direction. But deciding which track would be best for you to advance on is down to you. There are no bad choices, but you will find that your end games score can vary quite a lot. I have run from the mid 80s to the high 200’s so far. As such, players can sometimes suffer a little from analysis paralysis as they ponder their next move. However, as you can only do one thing on your tun, and you can’t do anything between turns except plan your next move, a well-oiled group can fly through this game. Saying that, one of the beauties of this game is the combo moves you can build as you advance your civilisations powers. Turns from the mid-point can start to become a lot more powerful and intricate. For example, advancing on the science track often allows you to roll the science dice to advance on another track. From the mid-point of era two, you can also claim the benefit of the other track you move on when you advance on two tracks like this. Also, many spaces offer bonus moves if you have the resources available. As such, this game is as much about resource management as anything else. Manipulating your moves to squeeze out extra turns is crucial to scoring well in Tapestry. This is something that I find highly enjoyable in any game, particularly here in the way it has been executed. Finishing a grid on your city board to get an extra resource to take one extra turn before you move to the next income phase is a beautifully satisfying thing. One of the most enjoyable things about Tapestry is the decisions the game asks you to make from the early stages. Alongside deciding which of the four tracks you can advance on, at most stages on each of these, you have a choice to make here too. Often this will be between taking a small building from your player mat and moving it to your capital city or taking an action akin to that track. On the exploration track for example, it will be the choice of a farm or explore action. On the military track, an armoury or conquer action. These choices make a big difference to your progression in the game beyond just the turn you take this move. Removing buildings from your personal player board and placing them on your own capital city mat unlocks hidden bonuses. This gives you the ability to earn extra resources and score more points in your next income phase. A player who focuses on placing more buildings early on can often find they can do more actions in the later part of the gam due to having more resources. However, in making this choice, you may find you fall behind in other areas on the main board. Trying to find a balance between these two areas is one key to success in this game. A key area in Tapestry that builds a lot of the enjoyment, engagement and replayability is the civilisation cards. There are 16 unique civilisations in the game. Each player is dealt two at the start and one is chosen to use. The powers given from each is quite different. So much so, that designer Jamey Stegmaier, a few months after release, issued a few start-up rules changes to level the playing field. Asymmetrical player powers are all the rage in the gaming community, but they must be so difficult to play test and any imbalance doesn’t land well with the community. Let’s be honest, no matter how much testing and maths you do in pre-production, play testing can never be as rigorous as the real-world environment of selling the game to thousands of gamers! After a few weeks of Tapestry being released, questions around the civilisations balance begun. Jamey listened to this and released the revised start up rules to equal this out. A few points here, a few resources there, and the civilisations can now be chosen without fear of disadvantage. Although many still question this. As such, for fans of asymmetry, there is a lot of enjoyment to come from this part of the game. The variation is huge, and as well as developing your sense of immersion into the game, it heavily affects your tactics too. For example, the Militants start with their eight outposts covering different spaces on their civilisation board. Each time you conquer a new part of the map you move one of these off to expose a new benefit that you will acquire on the income phase. This encourages players to advance more on the exploration and military track. A favourite civilisation card for many is the Futurists. At the start of the game, with the Futurists you can advance on each of the four tracks four spaces! You also gain one of each resource. Although, as part of the adjustments that Jamey released., you now must remove one of any resource and one culture, but it still feels like a huge head-start over any other player. Especially when it comes to progressing on the tracks quickest to get the building bonus available for each player that move to a new era on each track first. Which is a big part of the game for many people. Perhaps more as the pre-painted building miniatures are so beautifully made and tactile than the actual benefit to you as a player in the game. Moving through each of the four parts of the board becomes harder as you play. In era one you only need to give up one resource to move and gain the benefit. In era two, it is one specific resource and one extra of your choice. Then in era three it is three resources in total. As such, with the futurist civilisation, starting the game in era two with the number of resources available to you at the start of the game, it is hard to progress quickly. And of course, you have missed out on the benefits of the first era that you simply skipped. However, after this early jump, there is no other benefit from this civilisation. So, you can build your strategy however you like after this based on the cards your opponents have. There is no part of this civilisation that is pushing you in one direction. This can be beneficial, as players advancing on the same tracks at the same rate does not work out for all players equally. Moving up the tracks first offers more benefits due to the buildings that are on offer to the player that gets to the first spot on each new era first. As such, ideally players want to pick one to three tracks to try to advance on quickest depending on player count. And of course, it doesn’t always work out as smoothly as this. If all players choose the same tracks to move on based on the tapestry and era cards they are dealt pushing them in the same direction, someone will miss out. All of which can make Tapestry a very different experience each game. It can be a very solo exercise in trying to gain the most points possible through your own efficiency and strategic play. Or you could try to affect your opponent’s more by conquering their land tiles and moving up the same tracks as them. Some players complain about the game being solitaire but this is only the case if all players choose it to be. Tapestry is very much what you make it, and this is one of the reasons I love it. I like games that you can play how you like, rather than as the board dictates. Although I do concede that this can be frustrating for some players if they want to have one type of game and another player around the table is trying to play in a conflicting style. Finally, I want to talk about the theme of this game. Build as a civilisation game, some have said this does not shine through as you play. Admittedly, I do not feel like I am inventing tools or developing scientific elements as I play, and often overlook this part of the board. Each space has a specific development associated with it. Be that developing Mathematics, Ships or Tanks, I mostly ignore this part of the game. For me, the development in this game is less about one of a group of people advancing through different years and ages, and more the development of my own abilities in the game as a player. As such, this can become a little abstract. But immersion in a theme is down to the player as well as the game. If you want to delve into the idea of advancing a civilisation of people then you can. It is your choice to read the flavour text or not. But I would say, if you want a civilisation game alone, this may not deliver what you want. However, if you are looking for a beautifully made game that generates high levels of satisfaction as you traverse through the phases of the game, then you will love this. If you like the idea of developing your understanding and awareness of how best to score well with each different civilisation card over multiple plays, this could be a real winner at your gaming table. Tapestry is a very good game. There is no question of that. Those that attack it for its solitaire aspect or lack of immersive theme have valid points as discussed already. But I would say this does not make it a bad game. It just makes it a game that is not for them. If you are unsure if this is for you after reading this that I would say it probably isn’t. But if you are left intrigued and exited to see what this world could bring to you and your gaming group, then I would encourage you to give it a try, as I think you will be highly satisfied with your experience.

  • Unleashing Fun and Creativity: A Comprehensive Review of Game City by Big Potato Games

    This is a free review copy. See our review policy here You can find out more about the platform here. The new online portal from Big Potato Games is amazing. I am not an avid fan of online board gaming. I don't use or like TTS or other such equivalents. But there is something special about Game City, and I will tell you why. How To Set Up Game City To set this up, simply connect your TV to your laptop or phone. Only one person needs to have paid for the games. You can buy one game for £7 to £10 each or packs of three for £17. Connecting is quite easy with most modern TVs or through Google Chromecast, your laptop's Connect feature, or a good old-fashioned HDMI. It's pretty simple, and once you are up and running, the rest is a breeze. Simply click 'Host game' and ask everyone else to click 'Join game.' People who join can vote on a game they want to play on their phones or tablets. The host can then choose a game based on the votes or just what they want, and away you go. The software does the rest for you. There are currently seven games set up in the system. I have access to six of them, four of which I also have the board game version of, and two that I had not seen before. Each offers its own little moment of magic. Here they are ranked in my own personal preference. Number One: Can Of Squirms This game came out in 2017 and passed me by. I sense that as a board game, it may come across as a little cheap and simple. However, as a video/mobile experience like this, it works incredibly well. This opens up a whole new debate about how this concept can develop and shows me why a party game publisher like Big Potato has done something like this over, say, CMON. It suits their catalogue a lot more. The game works by putting two players against each other with simple questions such as "Who is the best dressed?" or "Who is most likely to make you sick with their cooking?" The two players selected this round then have to choose if it is them or the other person that best fits this question. The players not playing that round have to guess who will get the most votes or if the two picked players will disagree with each other and get one vote each. All players then score points for right guesses, but let's face it. This game is about those brilliant, hilarious, potential friendship-ending moments when people disagree. Both players are incensed, and utter joy is created. This game works perfectly with the video-style game system, allowing players to see things on their own devices when other players should not, and revealing easily to all players when the time is right. This could be done with paper and pen, but who has that nowadays, and it feels wasteful to throw it away after each play. A brilliant rendition of an okay game that creates a fantastic experience. Number Two: Draw Along With Dave In 'Draw Along with Dave,' players take turns being Dave. When you're Dave, you're presented with something simple to draw on your device. As you draw each line or squiggle, you need to describe what you're doing so that the other players can try to replicate it. For example, 'I am drawing a vertical line in the middle of the screen from the top to bottom, with a small circle at the top...' and so on. This continues until the player acting as Dave finishes. They then hit 'finish,' giving the other players a few seconds to complete the last instruction. The player as Dave gets to see all the drawings sent to their device and chooses the best one. All drawings are displayed on the main screen for everyone to laugh at before revealing the winning drawing(s). This setup works exceptionally well. While paper and pen could also work, there's something slick about playing this game this way. It keeps everyone involved throughout, and the simple joy of having your works of art displayed on your TV feels special. Number Three: Scrawl Scrawl is a highly popular board game that has seen various versions. I recommend it as a party game all the time. Initially, playing it on the TV seemed superfluous to me. How wrong I was. While it's a bit trickier to draw on a phone than on a card with a pen, there's no clean up or wiping afterward. Plus, you can simply hit a button to send it to the next person rather than passing it physically or, heaven forbid, having to actually get up and move! The game works simply, with all players active simultaneously, selecting something to draw from two options. Each player then draws what they choose. This picture is sent to the next person chosen at random, who must describe with words written on their phone what they think the picture is of. This description is then sent to the next person, who now, without seeing the initial picture, has to draw, as best they can, the description they have been sent. This continues so that each player is involved in everyone else's sequence, either drawing a description or describing a drawing. When it gets back to the initial player, they can then, with their device, share the process of their initial picture and then each subsequent description and drawing on the main TV screen for all to see. They then choose their favorite drawing or description to award a point to, and the next player takes the group through their sequence. That's it. It's so simple, but hilarious fun and can work with most ages. Number Four: Herd Mentality Herd Mentality here works much like the board game version where all players are presented with a question on their device that they have to type an answer for. The idea is to give an answer that you think at least one other player will also give. If you provide a unique answer within your group, you'll be given the Pink Cow, and you don't want that. It works very well, is a slick conversion, but I do miss the physical pink cow foam toy that comes with the hard copy. Throwing that around and giving it to the losing player each round is hilarious. Now, you can still do this if you have the hard copy too, which we did! But I appreciate not everyone has that on hand, and you will miss out if that is the case. Of course, you could substitute this for something else, and I would encourage you to do so. A physical punishment for picking a unique answer makes this so much funnier! Number Five: The Chameleon I love The Chameleon. It works so well and is one of my favourite party games. This version is so slick and works even better than the original board game version, as players can hide a little more when they are the Chameleon. There's something about everyone hiding their faces in a device for a short period as they input their answers that allows you to conceal your emotions when you are selected as The Chameleon. This is something that can sometimes give the game away when playing in person with a tell-tale blush! However, there is one other significant change based on turn order that I'll get to. The game works by each player being told the answer from a grid of 16 possible answers, all coming from the same theme (e.g., types of food, U.S. states). However, only one answer is correct. All but one player will know the correct answer and must type in a clue that proves to the other players they know the correct answer. The clues cannot be so obvious that the Chameleon, who doesn't know the correct answer but can see all the options, could guess the right answer from them. The Chameleon needs to type in their own clue. The clues are then shown on the screen for all players to decide who they think is the Chameleon. The group can discuss this, and as the Chameleon, you try to deflect and divert attention to another player. In the board game version, players say their answers out loud in turn, and if you are the Chameleon and are picked to reveal your answer last in the round, you have the opportunity to listen to everyone else's answer before you give your own. Quick thinkers can use this as an opportunity to try and guess the right answer before they give their clue, subsequently providing a better, more informed clue. However, you could also be the Chameleon and be picked to give your clue first, leaving you with nothing to go on, making it a lot harder. In this Game City version, all players type their clues on their devices at the same time, never hearing other players' clues beforehand. It makes the game more fair and less random, but at times, harder for the Chameleon. Players then vote on their devices for the player they think is the Chameleon. If the correct player receives the most votes, the player acting as the Chameleon must try to guess the word for that round. If they are correct, they still win, which is why other players try not to give too obvious a clue at that stage of the game. However, if the player acting as the Chameleon does not receive the most votes, they do not need to go through this process and still win. Although we still like to ask the player acting as the Chameleon if they have figured out the word by this point. It is a fun part of the game that, although pointless, adds something to the experience. Number Six: Colour Brain This works just as well as the physical version of the game, but there is just less choice and chance to adapt the questions to suit your audience. With the hard copy, you can simply discard a card if it doesn't work for your group. Whereas here, you are served up questions you cannot affect. I hope they adapt this and offer a child-friendly version or at least a way to choose what type or level of questions you want because the game is so fun and works so well here. Players are simply asked a question, the answer to which can be given with a colour or colours. Players then tap the colours on their device to give their answers, and then all player results are shown. You can take away another player's choices of colours at random once per game, which I always find to be odd. Forcing someone to potentially have to choose from a group of wrong colours seems odd to me. But I suppose it can help level it out a bit if there is a question one person doesn't know the answer to, but they know another player does.

  • Chroma Arcana Card Game Preview

    This is a preview for a game coming to Kickstarter soon. You can find more about the Kickstarter here. Chroma Arcana is a new card game coming out in 2024 from new publisher Roc Nest Games. It has been designed by Mo Shawwa who is also new to the board game world. Who doesn't like new stuff! Chroma Arcana is competitive duel-focused card game designed for two players. With the addition of the Tyrant Hunt expansion, the game transforms into a cooperative experience accommodating 1-6 players. Featuring Trading Card Game like gameplay, Chroma Arcana offers a lot of interesting mechanics. But as it includes all the required cards in the box, there is no need to purchase boosters. This is the concept - without the chase. The game unfolds in the enchanting fantasy realm of Alqarr, where the narrative centres around the desert city of Aredhel. In this immersive odyssey, powerful mages compete for control. The game's rich lore attempts to come to life through stunning full-art cards meticulously painted by three talented artists. Check them out, they are stunning! In the preview box I have, I have access to cards that allowed me to play an introductory game and try out a more exciting deck-building experience with two of the characters. I can assume the role of either Nuri the Pyromancer or Zaria the Archdruid. The complete game boasts a roster of over 20 diverse playable characters, each with their unique backstories. The designers have worked to make this as inclusive as possible. Approximately 30% of these characters identify as LGBT+, and another 30% represent non-white backgrounds (excluding characters without defined skin tones, such as Grimoire, the magical book!). And the artwork on all these cards is nothing short of stunning! Throughout the game, mages alternate turns to position Spells in their Spellbook, energize them, and unleash these charged spells for powerful and devastating effects. The game is a duelling one, where you are looking to reduce your opponents health to zero before they do the same to you. This is done through four phases. First, the Focus step where players will charge active spells by adding charge tokens to one Spell in their Spellbook. These are cards that have been placed in front of them in previous turns that are not fully ready yet. You can add one charge token to one spell this way, per active spells in your active row. Active spells are spells that have been fully charged and moved forward from your spell book to your active area above. Players then move to the Prepare step where cards can be added to players Spellbook from their hand as often as they like, so long as players do not have more than four cards here. During this phase, players can also discard cards from their hand to add more charge tokens to matching coloured cards in their Spellbook. The third phase is the Casting phase, where all fully charged spell cards in your Spellbook are now moved into your active area. Any immediate effect is then carried out. You can recall a spell if you prefer. Plans can change after all. Once this is done, players move to the fourth and final phase where players discards their hand, two cards can be kept if players wish, and draw back up to their hand size, usually six cards. This is how the game flows until one players loses all their health. The game works very smoothly in this way, and relies on its cards to bring the strategy. And oh my, does it do that well. The way the cards interact with each other, and can help you to form powerful turns is very clever. I would not say it is the most intuitive game to learn in this way, but when it clicks after a game or three, you will start to really enjoy the things you can do. Some spells simply do not work that well together but others really do. Learning how best to do this feels great. The proposed date for the Kickstarter launch is currently the 27th February 2024, you can find out more about that here. The final game will contain four more colours, plenty more Egos, proper playmats, and a larger (but still very portable) box to contain all the components. The publishers will also be releasing the Tyrant Hunt expansion at the same time, adding a co-operative 1-6 player game. The publishers have done a recent series of YouTube shorts (a total of 2 minutes in length) that cover the basics. Check that out here and find more about the publishers at Roc Nest Games, Mo & Alice here @rocnestgames and here on their website.

  • Surfosaurus Max Card Game Review

    Surfosaurus Max WBG Score: 8 Player Count: 2-6 Published by: Loosey Goosey Games Designed by: Ikhwan Kwon This is a the reviewers own copy, paid for with our own money. See our review policy here When I was looking at games to check out for Essen 2023, there was one game that stood out, more for my curiosity than anything else. I did not know much about the designer, publisher, or indeed anything about the game itself. I honestly didn't even know it was a card game. I just saw the name and box art on the BGG hotlist (a website that lists all games released at Essen, then ranks them by users' thumbs up), and that was enough! A surfing T-Rex! Come on. That's got to be enough for anyone, right? Fast-forward a few months, and I have now played the game many times and realized that, it seems, by pure fluke, this game is ace! Let's get it to the table and see how it plays. How To Set Up Surfosaurus Max Based on player count, hand out the handy-dandy player aids so everyone can see at least one. This provides clear and succinct visual aids on how to win a trick in the game. It will also tell you how many cards to remove from the game based on your player count. Once this is done, deal seven cards to each player. Each player takes one Surfboard card, along with one full and half-full coconut card. Finally, determine who will be the starting player. There is no advantage to this, as all players will get to be the first player an equal number of times. Give them the dinosaur meeple and tell them to place this onto their surf board card, and you are now ready to begin. Although, it is recommended everyone has a little play with the cool dino meeple at this point to avoid later distractions. How To Play Surfosaurus Max Starting with the first player, each player now plays one card face up in front of them, then draws back to seven cards. When it gets back to the first player, a second card is then played. This continues until all players have played two cards, or three in a two or three-player game. All players will then compare the cards played to see which is the collective best combination of four cards played, or five cards in a five or six-player game. The best combination would be a sequential run of cards in the same colour, then four or five cards of the same number, followed by cards of the same colour. If you don't have any group of cards, the focus then moves to a sequential group of cards using any colour before finally picking the highest numbered cards. The cards in the highest group are then taken by the players who laid them and placed under their full coconut card to be scored at the end of the game. If there were any ties, the tied cards are placed under the half coconut and score half points at the end of the game. Half points can score for a few reasons, for example, if a straight was made running six to nine, but multiple people played a six, all duplicates would be included at half points. In a two-player game, you will play six rounds with each player starting three rounds each. Four rounds are played with three or four players. With five or six players, you will play one round per person. When the game is over, count up all your points, and unsurprisingly, the most points win. Is It Fun? Surfosaurus Max Card Game Review This game is so much fun with three players. With two, it's okay but feels more functional. But in a four or higher, oh my! This game really sings. You will be surprised at just how much fun you can have with this game. Considering all that you are doing on your turn is playing a card and then picking it back up, it's amazing how you will become so invested in this game. And how much satisfaction you will get from scoring cards as you play. As you are only ever scoring the top four or five cards (based on player count), trying to get your cards to be one or two of the chosen ones feels important. There is a constant competitive edge but all the way, mixed with a real sense of camaraderie. Your cards can only ever form part of the top group; you need other players to play cards that work with yours. If you play two tens and then someone else plays a ten, that feels exciting. You feel a sense of teamwork as the round progresses. But then if someone else starts laying a colour sequence to trump your same number sequence, this feeling is quickly replaced with one of competitiveness again. The state of the game changes with every card being laid. New potential "best hands" are being formed all the time. And what once was, may not ever be again. Who said that? Surfosaurus Max is a great filler game. It works perfectly in the pub. It's an ideal game for families to take on holidays or play after dinner. It works in so many environments, and I would recommend it to anyone, so long as you are not relying on playing it solely at two players. It's fine in two; it just loses most of what makes it fun. It has quickly become a firm family favorite for us, and I can see us playing this for years to come. I am so glad I was pulled to the quirky cover at Essen. The theme is largely pasted on, and the giant first player dino is pointless. The surf cards to place the dino on serve for almost nothing, and the artwork is distracting more than thematic. But none of this matters when you are having fun.

  • My Top 10 Games of 2023 - Jim

    The gaming landscape in 2023 has been truly remarkable. This year has seen the release of a few titles that have secured spots in my new top 10 games of all time. Notably, one of my all-time favorite cooperative games and my favouite solo experience of all time also come from this years' top 10. Without further ado, here are my top 10 games of 2023. For my full reviews on each game click the link in the title of the game. Unsung Hero Award - Narrowly missing the cut at Number 11 Zhanguo WBG Score: 8.5 Player Count: 1-4 You’ll like this if you like: Iki, Brass: Birmingham Published by: Sorry We Are French Designed by: Marco Canetta, Stefania Niccolini This game is a re-release of a title originally introduced in 2014. Despite its 2023 reissue, it appears to have garnered limited attention, possibly due to its substantial weight on BGG or its somewhat lackluster artwork. The reasons are unclear, but this game deserves more recognition because it is truly outstanding. Boasting an abundance of combos to an almost extreme degree, Zhanguo provides numerous captivating scoring possibilities and presents a very intereting perspective on multi-card-use euros. If you enjoy games of this nature, it is certainly worth your consideration and so I anted to include on this list, dispite not quite making the cut, just to shine a light on it. Best Cooperative Experience - Number 10 Daybreak WBG Score: 8.5 Player Count: 1-4 You’ll like this if you like: Pandemic, Arkham Horror LCG (Mechanically speaking!). Published by: CMYK Designed by: Matt Leacock, Matteo Menapace The theme of this game is exceptionally intriguing. As you play, you gain a wealth of knowledge about the potential solutions to the climate crisis which when added to the gradually intensifying tension adds to the overall experience. If you appreciate challenging yet ultimately attainable cooperative games, Daybreak has the potential to become one of your all-time favorites. Picture Pandemic with the intensity of a Green Party conference. The game merits awards not only for the extensive research behind it but also for achieving mathematical perfection in its gameplay balance. Best Two Player - Number 9 Ancient Knowledge WBG Score: 8.5/10 Player Count: 2-4 You’ll like this if you like: Tapestry, 51st State. Published by: IELLO Designed by: Rémi Mathieu Yet another game that seems to have slipped under the radar a bit. It's puzzling, considering the delightful artwork, accessible box and weight, and the intriguing gameplay that brings something a bit different to the table. Maybe it got overshadowed by the buzz surrounding some larger box games released released around the same time, or the it could be challenges in higher player counts. Regardless, the immense joy I've found while playing this, especially in a two-player setting, makes it well deserving of your attention if you're on the lookout for a compelling two-player game. Biggest Suprise of the year - Number 8 3 Ring Circus WBG Score: 8.5 Player Count: 1-4 You’ll like this if you like: Tribes of the Wind,The Red Cathedral, Great Western Trail. Published by: Devir Designed by: Remo Conzadori, Fabio Lopiano I'm beginning to realize how many games on my top 10 didn't receive the buzz they deserved in 2023. It seems that the abundance of great game released this year might have contributed to this oversight. However, one game that undoubtedly deserves recognition and is likely to stand the test of time is this charming masterpiece from Devir. It immerses you in a captivating competition to establish the most successful circus, set in America at the turn of the 19th century. With its unique theme, seamlessly executed flow, and intriguing strategy that invites multiple plays, this game brings joy in every session and is well worth your consideration. Best Campaign Game - Number 7 (Not technically a 2023 game!) Mind MGMT WBG Score: 8.5 Player Count: 1-5 You’ll like this if you like: Beast, Scotland Yard, Fury of Dracula. Published by: Off the Page Games Designed by: Jay Cormier, Sen-Foong Lim This game is exceptionally clever. It's the ideal choice to bring out during a long weekend or holiday: set it up, play a session, break for lunch, play another round, take a break, and resume the next day. The richness of the campaign experience is truly impressive. The catch-up mechanism between games is remarkably unique, and the actual gameplay itself is brimming with tension, laughter, and captivating strategy. Although the game initially debuted in 2021, I only had the chance to play it early this year, earning it a spot on the list by default. For those who also missed it upon its initial release, I strongly encourage you to explore this if you appreciate sprawling, campaign-based deduction games with twists and turns that promise to delight and captivate you. Biggest 'Contraversy' of the Year - Number 6 Apiary WBG Score: 9/10 Player Count: 1-5 You’ll like this if you like: Viscounts of the West Kingdom, Viticulture Lost Ruins of Arnak Published by: Stonemaier Games Designed by: Connie Vogelmann When I mention controversy, I'm referring to concerns raised about the pricing strategy at Essen, the mixed reviews the game has received since its launch, and the challenges related to balancing found in the game. I don't have any issues with the aforementioned points. I opted not to purchase at Essen due to what I perceived as inflated prices, and instead, I waited. Mixed reviews for big games are quite common—some are overhyped due to insufficient playtesting, while others may receive overly negative critiques from individuals discontent with certain aspects of the publisher involved, the industry or the game itself. Regarding balancing issues, yes, there are a few tiles that offer more significant rewards than others, but if that bothers you, you can simply remove them from the game. In my view, the primary balancing factor revolves around one specific Carve tile. Carve tiles are prominently displayed from the start for everyone to see. Every player has an equal opportunity to accumulate the required resources to purchase them. If this one Carve tile is present in your game, and someone manages to obtain it first on the rare occasions it appears (assuming you haven't removed it from the game), credit is due to them for reaching it first. In reality, it's less of a controversy and more a collection of opinions—a fundamental aspect of this hobby, wouldn't you agree? My personal opinion is that this game is immensely enjoyable. It not only rewards multiple plays but also boasts a visually stunning design that has captivated me since my initial play and fuly deserves its spot on this top ten list. Best Small Box - Number 5 Bamboo WBG Score: 8.5 Player Count: 2-4 You’ll like this if you like: Bitoku, KanaGawa,The Red Cathedral. Published by: Devir Designed by: Germán P. Millán This game might just be an unexpected hit for 2023, flying somewhat under the radar. There hasn't been much buzz surrounding it, with the attention at Essen this year largely captured by The White Castle, perhaps rightfully so. However, since I haven't had the chance to play that game yet, it won't make it onto my list. In contrast, Bamboo secures its spot at the 5th position, thanks to its impeccably designed gameplay that exudes sophistication. Every playthrough has been a delight, and the strategic unfolding of turns in this game is simply glorious. Its appealing aesthetics certainly contribute to its charm. But what sets Bamboo apart from many other games of 2023 is the sheer joy derived from implementing the cascading strategy required for success. Navigating through the intricate process, thinking multiple turns ahead, is a gratifying experience that makes me eager to return to this game time after time. Most Interesting Theme - Number 4 Ierusalem WBG Score: 9 Player Count: 1-4 You’ll like this if you like: Dune Imperium, Orleans, Tiletum Published by: Devir Designed by: Carmen García Jiménez I strongly dislike the fact that this game spells "Jerusalem" with an 'I.' I understand the reasoning behind it, but I find it unnecessary. It seems like a case of being clever just for the sake of cleverness, which is the exact opposite of what the game embodies. The game itself streamlines the fundamental mechanics of set collection, hand management, and grid coverage into a mathematical euro delight. While the theme may feel somewhat pasted on, they opted for an interesting and, admittedly, unique one that, in my opinion, complements the mechanics well and aligns with every decision I make during gameplay. The board may appear busy, the art somewhat biblical, and the setting potentially not appealing to everyone based on religious or political beliefs. However, beneath these aspects, the core structure of the game is ingenious, delivering a seamless euro experience that presents meaningful decisions, rewarding players throughout each game. Best Euro Game - Number 3 Nucleum WBG Score: 9 Player Count: 1-4 You’ll like this if you like: Brass: Birmingham, Tiletum, Barrage. Published by: Board&Dice Designed by: Simone Luciani, Dávid Turczi This game is the most recent addition to my list, jumping straight in at the number three spot. It comes in a sizable box, packed with components, and the rule book isn't the most user-friendly I have seen recently. And when compared to similar games, it might not reign as the king of its own little hill, but once you peel away those layers, what remains is a highly enjoyable game. If given the space to breathe, it can offer hours of entertainment, and that's just from the first playthrough! Joking aside, contrary to some claims, it doesn't take as long as some say to play, and after a few sessions, I've even found myself wishing the game didn't conclude so quickly, yearning for a few more turns. This realisation tells me two things: one, I need to improve my skills in this game, and two, this game consistently leaves me craving more. The fact that it occupies my thoughts for days after each session is reason enough to earn it such a high position on my list for 2023. Best 'Dice' Game - Number 2 Circadians: First Light Specialists Expansion WBG Score: 9.5 Player Count: 1-4 You’ll like this if you like: Alien Frontiers, Euphoria. Published by: Garphill Games Designed by: S J Macdonald I've yet to encounter a Garphill game that doesn't captivate me. Each one ingeniously explores unique ways to look at popular mechanics, and the same holds true for Circadians, which employs a captivating dice worker placement mechanism. Although the base game debuted in 2019, it didn't grace my table until 2023 when this expansion landed, and oh my, did it elevate the game to greatness. I initially rated the base game a 9, but this expansion nudges it close to perfection at 9.5 for me. There's an incredibly satisfying feeling to performing well in this game. The mental processes I undergo as I plan my turns each round, and the surge of endorphins when everything unfolds according to plan, are experiences only games like this can deliver. If you revel in orchestrating well-structured turns in complex strategy games with numerous moving parts and variables, this could easily become one of your all-time favorites. For me, it swiftly claimed a spot in my top 5 of all time with the addition of this fantastic expansion. Best Solo Game - Number 1 Legacy of Yu WBG Score: 9.5 Player Count: 1 You’ll like this if you like: Hadrian's Wall, Ganz Schon Clever, Robinson Crusoe. Published by: Garphill Games Designed by: Shem Phillips Occupying both the number one and two spots on my list for 2023, Garphil Games has had a great year for sure. With Legacy of Yu they have crafted a remarkable masterpiece that deserves the umber one spot. What's intriguing about this games position for me is that, despite not being a solo gamer, and currnelty not wanting to play it, it was an easy choice for first place. After playing through the solo campaign multiple times in a concentrated burst earlier this year, I find myself not craving an immediate return. It's not that I won't play it again; I know I will, and I'll love it. However, I'm content with the extensive time I spent immersed in it—27 games over an almost continuous three-day marathon. I undeniably got my money's worth, and the fact that it currently sits as my number one game of the year despite my current reluctance to replay it says a lot. The context matters here. Legacy of Yu is a campaign game, and replaying an entire campaign multiple times is a substantial commitment. Three times is already quite a lot for any campaign game. Furthermore, considering that this is a solo game, and I'm not particularly a solo gamer, I initially approached it more for reviewing purposes than personal enjoyment. Yet, I found myself captivated by the process of workig through the campaign. Which I now know pretty much all parts too. I need some time to forget the story! Looking ahead, I would love to see Garphil explore new avenues with this game—perhaps a sequel, a second campaign expansion, or even a mini-expansion introducing a new chapter. Breathing new life into it would be a welcome prospect because, while the experience is phenomenal, it needs to find a way to remain relevant given its inherent nature of having a full stop . Reflecting on those 27 games and comparing them to all the other new games I played this year, Legacy of Yu stands out as the best gaming experience I had in 2023. I strongly encourage anyone with even a slight inclination to try a solo game to give this one a whirl—it won't disappoint.

© 2026 Jim Gamer Hope you enjoy the ride! Don't forget, all links and shopping carts are affiliate links and help support the site if you purchase through them if your cookies are enabled. Thanks for your support. 

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