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- Bananarchy Card Game Preview
This is a free preview copy of the game. See our review policy here . Some components and art may change in the final version of the game. You can find out more here . OK, this is an interesting one. This is not the sort of game we usually cover here on WBG. But the designer of the game, Nathan, sent me a personalized video message, asking for help with the game, where he seemed genuinely excited about the game and how it may land with us. I am a sucker for that kind of thing! Nathan pitched it to me as Exploding Kittens meets UNO but with monkeys. Which does not really get me going, other than the monkeys bit, but he went on to say that you never really wait for your turn to play, due to some always-play cards, and told me that the art was hand-drawn by a former Disney artist. OK, fine. You got me, Nathan, I'm in. But is it any good? Let's get it to the table and find out. How To Set Up Bananarchy Card Game Separate the different decks, and then give each player a single point Banana card. Then shuffle the rest of the Banana cards, and place them face down in a stack showing the rotten side. Then, shuffle the Monkey cards and deal each player five face-down cards to form their starting hand. Place the remaining Monkey cards into a separate face-down deck. Give the Active player card to the player who last ate a banana. You are now ready to play. So far, so simple! How To Play Bananarchy Card Game Play now moves around, starting with the active player. They will draw one Monkey card into their hand, and then play one Action card. They can play as many ANYTIME cards as they wish, so long as they read it out loud so everyone knows its effect and how it is being played too. Other players can play ANYTIME cards whenever they wish too, and also, they can play REACTION cards to counter the effects of cards being played onto them. It is quite frantic! Hence, you must read out the powers of the cards you are playing. The active player will then end their turn by declaring this out loud, so everyone knows the play has moved on. They will re-draw their hand back up to five cards and pass the active player card on one turn. Before you draw on your turn, instead of playing cards, you can choose to discard all your cards and refill your hand. Or, stash a previously gained Banana card by turning it horizontal, but when you do this, you must discard and refill your entire hand as well, and you can only stash one card at a time. It's important, though, as there are a lot of ways to steal other players' un-stashed banana cards. And bananas in this game are points! How Do You Win Bananarchy? The game continues until the final Banana card is drawn. At that point, all players will score the Banana cards they managed to keep to the end of the game. There are a few scoring cards in the game that you may draw from the Monkey card pile; these can act as multipliers to gain extra points. Any banana cards you have had flipped over will score you negative one. The player with the most points wins! Is It Fun? Bananarchy Card Game Review Now, if you like Take That in games, and enjoyed card games like UNO and Exploding Kittens, as this game was pitched to me, then I think you will love this! And this could well become a huge family favourite for you. It has that same type of chaos, random exchange, and constant state of fluctuation in who is winning. It is hard to run away with this, and older players won't necessarily be able to use strategy to outwit other players. Meaning families of all ages can enjoy the chaotic nature of this game on an equal playing ground. That said, if you don't enjoy this sort of chaos, random play and take that, then this won't be for you. Hence my score. For a Take That card game, this is great. A wonderful game. If you don't like Take That, then this will be terrible for you. So, it's hard to score. As one mechanic leans so heavily into your potential enjoyment. Why it’s fun Bananarchy leans hard into fast, chaotic, always-on card play, and that’s exactly where its appeal lies. The ANYTIME and REACTION cards mean you are rarely sitting back waiting for your turn, with the table constantly shifting as players interrupt, counter, steal, and sabotage in real time. Add in the scramble to protect and stash your bananas, plus the ever-present threat of them being flipped or stolen, and you get a game that stays loud, lively, and unpredictable right through to the final draw. Why it’s not That same chaos will be a deal-breaker for some. Strategy takes a back seat to timing, luck, and opportunism, and players who like to build careful plans or feel in control of their fate may find it frustrating. The game is deliberately swingy, and just when you think you’re safe, someone can pull the rug out from under you, which is fun for the right group but exhausting for the wrong one. Pros Constant interaction with very little downtime Easy to learn and quick to get going Works well for families and mixed-age groups Strong “take that” energy and dramatic moments Thematic, playful presentation Cons Very random and swingy Little room for long-term strategy Can feel overwhelming for quieter players Not suited to those who dislike direct player conflict Bananarchy knows exactly what it is: a loud, chaotic, take-that card game that thrives on unpredictability and shared table moments. If you enjoy the energy of games like UNO or Exploding Kittens , this will feel right at home and could easily become a family favourite. If you don’t, it will bounce right off you. It is a niche, but within that niche, it delivers exactly what it promises. You can check it out for yourself here .
- The Vibe Party Game Review
The Vibe WBG Score: 7.5/10 Player Count: 2-6 You’ll like this if you like: Party games that create fun discussions Published by: Uloomi Designed by: Jacob Jaskov This is a free review copy of the game. See our review policy here . The Vibe is a game that merges art with cooperative board game fun. It's a game about opinion, decision, and trying to understand how other players think. It has been designed with the idea of developing discussions about social ideas, equality, tyranny, and democracy. Big ambitions! But it works. And instantly. This is a game you can learn in under a minute, teach in less, and get playing with your friends right away. But is it any fun? Let's get it to the table and find out. How To Set Up The Vibe Start by shuffling the cards. They are postcard-sized, so this is not easy, but they are bendy enough to make it manageable. Then deal out five cards face up in a line, and place cards face down in a line above this. You are now ready to play. How To Play The Vibe One person will act as the Vibe. They will choose one of the five words shown on the five cards that best fit the five paintings. They will then rearrange the five paintings in order of which one best and least suits the word they have chosen. The rightmost picture will best suit the chosen word, and the leftmost picture will be the least suitable. The other players then need to guess which word was chosen by looking at the new order of the pictures. They will make their guess. If they are right, the team gains a point. Either way, the player acting as the Vibe should explain their thinking at this point, and players can discuss their thoughts either way. The idea of the game is to win three in a row. But of course, play however you see fit. Let's play now. Look at the five words above and the five pictures underneath. I will choose one word as the Vibe and rearrange the pictures. OK... They are now in a new order. Can you guess which word I chose? (Answers at the bottom) Is It Fun? The Vibe Party Game Review Why It Works? The Vibe succeeds because it strips a cooperative experience down to its most human element: interpretation. By asking one player to connect abstract art with a single word, then explain that thinking, the game naturally creates conversation, curiosity, and moments of genuine insight. It works almost instantly, with no rules overhead to get in the way, and delivers exactly what it promises: meaningful discussion driven by differing perspectives. Why it might not That same openness will not be for everyone. The Vibe has no hidden systems, no optimisation, and very little in the way of traditional game structure. If your group prefers clear objectives, mechanical depth, or competitive tension, this may feel more like a guided conversation than a game. The scoring condition is deliberately light, and for some players it may feel almost incidental. Who will and won’t enjoy it The Vibe is an excellent fit for groups that enjoy discussion-heavy games, creative interpretation, or social experiences where talking is the point. It works particularly well with mixed-experience groups, non-gamers, classrooms, or as an opener or closer to a game night. Players who dislike ambiguity, abstract art, or games without clear “right answers” may struggle to connect with it. Pros Extremely fast to learn and teach Encourages discussion and shared understanding Cooperative and inclusive by design Strong thematic link between art, words, and interpretation Flexible win condition that suits different groups Cons Very light on traditional game mechanics Scoring may feel unimportant Relies heavily on group engagement and conversation Abstract art will not appeal to everyone The Vibe is less about winning and more about listening, interpreting, and understanding how others see the world. It delivers on its ambitious goals by creating space for discussion without overcomplicating the experience. While it will not suit groups looking for depth or competition, it shines as a thoughtful, accessible, and genuinely social game that does something refreshingly different at the table. Oh, and I picked Tradition. Did you guess right? I felt the picture on the far right best suited this with its depiction of two women in traditional Japanese clothing. Then I felt there was a religious image, showing the traditions respected in most religions. Then a traditional family unit, a less traditional workplace, and finally some carts! Does this make sense to you? Well, either way, you have now played this game! Go log it on BGG quick!
- Roller Disco Card Game Preview
This is a preview copy sent to us for our early opinions. No money exchanged hands. Some art, rules or components will change in the final game. Roller Disco comes from husband and wife team Joss & Mike, based in the UK. They successfully crowdfunded their first game, Sakana Stack , back in October 2024. And are now back for another spin! Roller Disco throws players headfirst into the dizzy world of roller skating and card play. It’s a fast, light, ladder-climbing card-shedding game where the goal is simple: be the first to get rid of all your cards. The game begins by dealing eight cards face up around the central disco ball. All remaining cards are then dealt evenly to the players, with certain cards removed at lower player counts to ensure everyone always starts with a similar-sized hand. Each player also receives one wild Jam card, while the remaining Jam cards form a separate draw pile. Before play begins, each player has a single opportunity to swap one card from their hand with one of the eight face-up cards around the table. The dealer then places the roller skate boot standee, choosing both its position and the direction it faces. The card next to the boot is discarded, creating the first empty space. On your turn, you must choose one of two actions: Pass or Skate . If you pass, you draw one Jam card into your hand. If you skate, you decide whether you’re Moving On Up or Getting On Down, meaning you’ll be playing cards that are either higher or lower than those already in play. Starting from the boot and following its direction, you place a card into the first space. You may then continue placing cards on top of existing ones, as long as they match the suit and are strictly higher or lower, depending on your chosen play. You can keep skating until you can no longer legally play a card. When that happens, you take the next card from the track into your hand and move the boot standee to that position, setting up the next player’s turn. The first player to empty their hand wins. Simple, speedy, and full of disco momentum. Why this works Roller Disco succeeds because it blends familiar ladder-climbing mechanics with a strong sense of movement and table presence. The rotating boot, shared central track, and choice between playing higher or lower give players meaningful decisions without slowing the game down. Turns are quick, interaction is constant, and the satisfaction of skating “just one more card” creates natural tension and excitement, with players never quite knowing when the game will end. Players can have an elongating turn and end the game quickly, without your awareness or pre-planning, which can be frustrating, but great fun when you do it yourself. Why it might not Players looking for deep strategy or long-term planning may find Roller Disco too light. Much of the experience is driven by hand management and timing rather than complex combos or tactical engines. As with many card-shedding games, the luck of the draw can occasionally swing momentum, which may frustrate those who prefer tighter control. Who will like it This is a great fit for families, casual gamers, and groups who enjoy fast-paced, interactive card games. Fans of similar games like Scout will feel right at home. It also works well as a filler or opener, especially for groups that enjoy lively table talk and shared moments. Who may not Heavier strategy gamers, or players who dislike hand-shedding games altogether, may bounce off it quickly. Groups that prefer low interaction or purely multiplayer-solitaire experiences may also find the constant competition for table space less appealing. Pros Fast to learn and play High player interaction Clear decisions with high end-game tension Strong theme that comes through in the gameplay Scales well across player counts Cons Limited depth for repeated plays in quick succession Some swinginess from card draw May feel too light for strategy-focused groups Roller Disco is a lively, approachable card game that does exactly what it sets out to do. It’s quick, interactive, and full of momentum, making it an easy recommendation for casual groups and families. While it won’t replace deeper card games in a regular rotation, it earns its place as a fun, energetic filler that keeps everyone engaged from start to finish.
- Discover Tabletop Junkie the New Hub for Buying and Selling Second-Hand Board Games
Board game lovers know the thrill of finding that perfect game to add to their collection or passing on a favourite title to someone new. Yet, hunting for second-hand board games often means scrolling endlessly through Facebook groups or juggling multiple platforms that don’t quite fit the bill. Enter Tabletop Junkie , a fresh website designed to make buying and selling used board games easier, faster, and more fun. Developed by Joe, a software developer with a passion for board games, this platform aims to solve the common frustrations players face when trading games online. WBG has nothing to do with this site or Joe. We were simply asked to provide access to our back catalogue of reviews so that games being sold could have a review section. We accepted, got intrigued by the idea, so asked for an interview. Joe’s Journey from Player to Platform Creator Joe’s story starts far from the board game industry. Originally from Bristol in the UK, he moved to a quiet village in the south of France seeking a slower pace of life. Though not an industry insider, Joe has always been a dedicated player and an avid reader about board games. His love for the hobby sparked an idea that had been brewing for years: a dedicated platform for trading second-hand board games that actually works. He noticed that despite the popularity of Facebook groups for buying and selling games, these groups often fell short. They were easy to use but lacked features that could make trading smoother and more reliable. Joe even pitched the idea during a job interview three years ago, showing how long he had been thinking about this problem. Why Tabletop Junkie Stands Out Many platforms exist for trading second-hand items, but few cater specifically to board games. Joe saw that most people in the UK still defaulted to Facebook groups because they were local, familiar, and felt personal. Yet, these groups have clear downsides: Hunting for specific games means scrolling through multiple groups every night. Posts get buried quickly, forcing sellers to repost constantly. Lack of essential features like easy search filters, notifications, and secure messaging. Tabletop Junkie was built to address these issues directly. It offers a clean, user-friendly interface focused solely on board games. Users can list games with detailed descriptions, photos, and prices. Buyers can search by game title, category, or location, making it easier to find exactly what they want without endless scrolling. Features That Make Trading Easier Here are some of the key features that Tabletop Junkie brings to the table: Local Focus: Users can filter listings by location to find games nearby, reducing shipping hassles and encouraging face-to-face exchanges. Smart Search: Advanced filters help buyers narrow down options by game type, player count, and condition. Notifications: Sellers get alerts when someone shows interest, so they don’t miss potential buyers. Secure Messaging: Built-in chat keeps communication safe and organized within the platform. No Clutter: Unlike Facebook groups, there are no unrelated posts or distractions, just board games. Joe’s goal was to create a platform that feels as easy and personal as Facebook groups but with the added benefits of a dedicated marketplace. How Tabletop Junkie Benefits the Board Game Community The board game community thrives on sharing and discovery. Tabletop Junkie supports this by making it simple to: Find rare or out-of-print games without endless searching. Sell games quickly without worrying about posts getting lost. Connect with local players who share your interests. Save money by buying second-hand games in good condition. For example, a player looking for a specific expansion pack can set up alerts and get notified as soon as it appears. Sellers can track interest and respond promptly, increasing the chances of a sale. Getting Started with Tabletop Junkie Signing up is straightforward. After creating an account, users can start browsing or listing games immediately. The platform encourages clear photos and honest descriptions to build trust among buyers and sellers. Joe plans to keep improving the site based on user feedback, adding features like wish lists and trade offers in the future. The community-driven approach means Tabletop Junkie will evolve to meet the needs of board gamers everywhere. So, lets sit down and talk with Joe... How would you describe the site to someone completely new to it? How can they benefit from what it offers? It's community-driven marketplace for buying and selling second-hand board games, with zero fees. It’s designed to make selling as fast and low-effort as Facebook groups, but with proper structure and features built specifically for board gamers. You can bulk-list dozens of games from a single photo. Just add the titles and prices, and the system takes care of the rest. It creates individual listings automatically, fills in game specs, remembers your seller preferences, and adds BGG links and third-party reviews where available. As a seller, it means you can get your listings up quickly with minimal effort. As a buyer, everything you need is right there: game specs, links to the BGG page, third party reviews, and filters that let you browse by genre, mechanic, theme, feature and more. The fine-grained filters let you narrow in on exactly what you’re after - search for Kickstarter editions, filter by player count or playtime, or limit results to accessories and expansions for a specific game. If you’d rather not check the site every day, you can import your BGG wishlist and get an email the moment something on it pops up at your target price. And if you prefer to keep things local, you can filter and sort listings by distance to skip postage entirely. At its core, everything is built to be fast, presentable, intuitive, and highly automated, giving users maximum control and precision without friction or clutter. What have you learned so far from this project? I regularly ask for feedback on Reddit and elsewhere. I'm particularly interested in why people stick with their current platforms and what would actually make them switch. One of the biggest lessons is the realisation that the majority of people prefer familiar friction over unknown ease. Loss aversion often outweighs improvement, even when an alternative is objectively better. I'm in a minority of people who obsess over finding the best possible solution. I will spend an unhealthy amount of time analysing and comparing until I am convinced something is genuinely superior. Whether that's time spent optimising my game collection, finding the right platform for a specific task or buying a pair of socks. Seriously. But most people aren’t like that. It doesn’t matter how smooth or easy to use Tabletop Junkie is - just clicking the link and registering takes effort. For the average person to bother, it can’t just be slightly better. It has to be significantly better. It has to offer things people actually want and can’t get anywhere else. What are your hopes for the future of the site? The initial goal is to reach a liquidity tipping point where the marketplace starts growing organically within a single country. The platform works anywhere, but for now the focus is on building traction in the UK. Once that’s happening consistently, I’ll shift the focus to other English-speaking markets. In some countries, such as France and Brazil, there are already well-established second-hand board game platforms that are extremely popular. I want to replicate that kind of success in English-speaking countries. As the userbase grows, local selling on the platform will naturally become a bigger focus, so you can expect new features to support and enhance that experience. Beyond that, the aim is to keep improving the site by listening to what users actually want. Most of the features so far have come directly from user feedback, and that’s how I plan to keep building it. It’s a long-term project, and I’ve got a backlog full of ideas and plenty more I want to refine and improve. What are your own personal favourite games? None of my friends play games, so I almost always play with my wife. We tend to gravitate towards highly competitive head-to-head games. Inis was the first game I really fell in love with. It’s elegant, quick to get to the table, and simple on the surface, but super tight and crunchy. I much prefer it at two players, it’s far more predictable and cutthroat that way. It also made me far less tolerant of over-engineered fiddliness and gave me a real appreciation for elegant game designs. Brass: Birmingham is another favourite for similar reasons. I haven’t played Lancashire yet, but from everything I’ve heard, I might like it even more since it’s meant to be a bit harsher. That said, I’ve been really enjoying 6: Siege, which contradicts everything I just said. It’s fiddly, with lots of edge-case rules, a long setup, and takes over the entire kitchen table. Despite that, I can't keep away from it. I’m also into duelling games like Unmatched and Exceed, but my favourite of the bunch is Battlecon. Any to look out for in the future you have your eye on for 2026? Rather than chase shiny new things, in 2026 I’ll be digging through what 2025 left behind. I usually spend more time reading about games than playing them, and tend to cherry-pick once the dust has settled and the consensus is in. Company of Heroes: Second Edition has been on my shelf for a month, and Ironwood is set up on the table, still waiting for its first play. I'm looking forward to diving into both. I’ll also be grabbing The Old King’s Crown once it’s available again. I want to say Brass: Pittsburgh as well, but that depends entirely on how well it holds up at two. Head here to check it out for yourself. - https://tabletopjunkie.com/
- Meteor Shower Board Game Review
Meteor Shower WBG Score: 7.5/10 Player Count: 2 You’ll like this if you like: Two Play tactical strategy games Published by: Queensell This is a free review copy of the game. See our review policy here . Meteor Shower promises a sharp, energetic play experience that leans into clever positioning, shifting plans, and the kind of surprises that can flip a game on its head. With meteorites crashing down as the game unfolds, no two plays ever look the same. You are constantly reacting, adapting, and trying to stay one step ahead of everyone else as the board evolves in real time. Players are racing to be the first to create a continuous path of meteorites from their starting edge to the far side of the board. That path can bend, curve, or run straight, as long as it stays unbroken. The twist is that the board begins completely empty. Meteorites are not placed upfront but arrive throughout the game, forcing players to reposition stones already in play and rethink their plans as new opportunities and obstacles appear. It sounds tense, tactical, and just unpredictable enough to keep things interesting. But does Meteor Shower really deliver once the pieces start falling? Let's get it to the table and find out How To Set Up Meteor Shower To set up, place the board in the middle of the table and give each player their stones. The board is double-sided, so pick the game length you want, and choose the appropriate side. With the larger board, take the two D12 dice and place them down by the board. With the smaller board, use the two D6. That is the only difference: the size of the board, and thus, the time it takes to play a full game. The board begins completely empty. There are no meteorites in play at the start. Each player also claims a starting edge of the board, placing their chosen Rover into the shown starting position. Finally, place the provided container down, with the three different coloured meteorites in it. Your goal is to connect a continuous line of meteors from your side to the opposite edge. That line can be straight, curved, or angled, as long as it stays connected the whole way through. You are now ready to play. How To Play Meteor Shower On your turn, you will have two choices. Roll the dice to place new meteors on the board, or move your Rover. When you roll the dice, meteorites fall into the game at the coordinates based on your dice roll. One die will show a letter, the other a number. Simply place the meteorite (black) into that space. They can fall into spaces already occupied by existing meteors, but now that space is blocked off as you cannot move into a space with more than one meteor. They cannot fall into spaces occupied by one of the two Rovers. If that happens, simply roll the dice again. When you move, you can follow either of the four paths shown on the side of the board. As shown above, you can see you always move four spaces, but in different patterns. You will be moving to do one of two things: pick up a meteor or drop off one. You cannot move over meteors or other rovers. When you move into a space that contains a meteor, you will immediately pick it up. Then, when you move to the space you want to drop it off, you can immediately drop it off and exchange it now for a meteor of your colour. Turns move quickly, decisions feel meaningful, and the board never stays the same for long. Meteor Shower is all about spotting opportunities, disrupting your opponents, and knowing when to push your luck or play it safe. But what do I mean by disrupting your opponent? Well, the third thing you can do, other than roll the dice to create more meteors on the board, or move to pick up or drop off a meteor, is place a meteor in the way of your opponent. You can place these strategically to block the line your opponent is making. Such as above, where the Green player has placed a green meteor in the way of the red line, and run away! The red player now needs to build a path circling around this, making their task longer and harder. But of course, when the green player did this, they stopped working on their line, and instead moved over to disrupt their opponent. And this is the game of cat and mouse that constantly happens in this game. You are always deciding what to do: build up your own path, or try to slow down the other player. This is a race game after all. Who can build their line first? And I find most games are very tight, and the decisions as to when to build and when to disrupt are crucial! Is It Fun? Meteor Shower Board Game Review Meteor Shower shines because it keeps players engaged from the very first turn. The board never feels static, and the constant arrival of new meteorites means you are always reassessing your plan. Building your own path feels satisfying, but knowing when to pause that plan to interfere with your opponent is where the game really comes alive. Most matches stay close, and the finish often feels earned rather than lucky. The push and pull between progress and disruption creates tension without ever feeling overwhelming. That said, Meteor Shower will not land perfectly for everyone. The randomness of the dice can sometimes feel frustrating, especially if meteorites drop in awkward places or accidentally help your opponent. While there is plenty of tactical depth, the game is very focused on spatial thinking and forward planning. If you dislike games where blocking and interference are central, this one may feel a bit mean at times. Meteor Shower is best suited for players who enjoy head to head strategy, quick turns, and games that reward smart positioning. Fans of abstract games and tactical races will likely have a great time here. On the flip side, players who prefer low conflict experiences or more thematic storytelling might struggle to connect with what the game is doing. This is a sharp, competitive puzzle first and foremost. The components are lush, especially those Rovers. Just look at them! This brings a real toy factor to the game. But the game is far from a toy. It is a smart tactical battle that will fully engross you throughout. Whether or not you come back to it over and over again will depend on your own play styles. Pros Quick setup and fast turns Strong tension from constant interaction High replayability due to changing board states Simple rules with meaningful decisions Cons Dice rolls can feel swingy at times High player interaction may frustrate some players Very abstract, with limited theme beyond mechanics Meteor Shower is a tight, clever race that rewards smart timing and bold decisions. It is easy to learn, tough to master, and full of moments where one move can change everything. If you enjoy tactical duels and games that keep you thinking right up to the final turn, Meteor Shower is well worth your time.
- Top 5 Party Games
There are so many brilliant party games out there. Just search for “Party Games” here on WBG and you’ll find a treasure trove of fantastic titles we’ve reviewed over the years. But with so many options, how do you narrow it down to the right one for you? To help, I have created a Top 5 list here. And rather than simply picking the “best” games overall, I’ve chosen ones that shine in different settings and with different groups . This isn’t a list of the five greatest party games ever made, it’s a list of the best games for specific occasions . If any of these situations sound like your kind of preferred gathering, then there’s a very good chance these games will go down a storm at your next get-together. So, let’s dive in. Here are my Top 5 Party Games . And one honourable mention at the end! The One For Thinkers: Codenames And the best to play if you a bit of silence! Current BGG rank: 158 Published by: Czech Games Edition Designed by: Vlaada Chvátil WBG Rating: 8 Codenames is a simple idea that turns into a wonderfully thinky puzzle. You split into teams, lay out twenty five word cards, and let the spymasters give one word clues that link several cards at once. The magic is in that leap of logic. Every clue feels like a little risk, every guess feels like cracking a code, and the whole thing flows on lively table talk as everyone tries to piece together what the spymaster really meant. It is fast to teach, but the game instantly gives your brain something to chew on. For more serious thinkers, Codenames is great because it rewards clever connections, group intuition, and those lovely moments where a clue makes sense to your team and you reveal multiple words at once. It feels satisfying when it lands and agonising when it doesn’t, in the best way. It’s not perfect for every crowd: if your group doesn’t enjoy silences whilst people think, or freezes under pressure, it can feel stressful, slow or a bit procedural. But with the right players, it stays sharp, funny, and endlessly replayable ten years on. Check out our full review here Or buy the game here The One For Teams: Decrypto And the best for playing with couples or good friends. Current BGG rank: 115 Published by: Scorpion Masqué Designed by: Thomas Dagenais-Lespérance WBG Rating: 9 Decrypto shines when you play it in teams that know each other well. Couple versus couple is perfect because the game asks you to give clues that make sense to your partner without giving anything away to the other team. When you know how someone thinks, the clues suddenly flow and the table fills with those brilliant moments where everything just clicks. The guessing, the near misses, the quiet nods across the table as a clue lands are all part of what makes Decrypto feel so special. The only real downside is that Decrypto needs the right group to come alive. You want at least four players, and six works even better, so it can be a little tricky to get it played as often as it deserves. It is specific about its ideal setting, but when you get that sweet spot of people around the table it absolutely sings. This is my personal favourite party game because when the stars align it becomes one of the best team guessing experiences ever made. You can buy the game here The One For Quick Thinkers: Sounds Fishy And the best for trying with larger groups. Current BGG rank: 3623 Published by: Big Potato Games Designed by: Rob Piesse WBG Rating: 8 Sounds Fishy works brilliantly in loud, high energy party groups because it rewards quick thinking and confident bluffing. Everyone throws out answers on the spot, and half the fun comes from watching people invent something believable at a moment’s notice. The format is simple, the pace is fast, and the questions are vague enough that no one feels out of their depth. If your group enjoys laughing over wild guesses, bold lies, and those surprising moments where a made up answer sounds more real than the truth, this game hits the sweet spot. It does need a group that likes performing a little. People who freeze when put on the spot may struggle, but players who enjoy making things up and leaning into the chaos will have a brilliant time. When the energy is right, Sounds Fishy becomes a noisy, joyful guessing game packed with silly stories and clever bluffs. It is the kind of party experience that fills a room with laughter and turns a simple mechanic into a memorable night. Check out our full review here Or buy the game here The One Big Laughs Just One And the best to play with non-gamers. Current BGG rank: 154 Published by: Repos Production Designed by: Ludovic Roudy , Bruno Sautter WBG Rating: 8 Just One is a cooperative word guessing game that shines when a table is full of chatty, quick thinking players. Everyone writes a single clue to help the active player guess a hidden word, but any matching clues cancel out, so the whole game becomes a fun balancing act between being helpful, not obvious and trying to be original. The reveal moment is brilliant. Boards flip, someone groans, someone else shouts “what is that?” and half the table tries not to laugh as the guesser pieces together the strangest mix of clues imaginable. It is light, fast, and instantly understandable, which makes it ideal for game nights with mixed experience levels. What really makes Just One work for louder party settings is the energy it creates around the table. People throw out ideas, second guess themselves, and cheer when a teammate lands a perfect guess from two obscure clues. It encourages quick thinking without ever feeling stressful, and the big reactions are a huge part of the fun. While it needs the right group to get the best experience, when everyone leans in, Just One becomes a wonderfully social, feel good game that keeps people laughing from one card to the next. Check out our full review here Or buy the game here The One For Gamers: Night of The Ninja And the best to play with fans of social deduction. Current BGG rank: 2306 Published by: Brotherwise Games Designed by: Justin Gary WBG Rating: 9 Night of the Ninja takes social deduction and trims out all the faff. There is no app, no moderator, and no sitting silently while the game happens around you. Everyone drafts two action cards, reveals them in order, and tries to work out who is secretly on their side before blades start flying. Rounds take only a few minutes and the rules click almost instantly, so even big groups get up to speed fast. The card powers are clever, punchy, and full of great moments, from surprise counterstrike's to late-round abilities that feel risky to draft but amazing to pull off. It creates that perfect mix of tension and laughter that makes the whole table lean in. What really makes it shine is how much fun it is when the room is lively. Players are talking, guessing, reacting, and trying to read each other with almost no downtime. The quick rounds keep everyone engaged and the drafting gives you just enough control to feel clever without slowing the game down. Even better, the papercut artwork gives every card a striking look that helps the game stand out on the table. If your group enjoys fast, social, back-and-forth games with big reveals and big laughs, Night of the Ninja delivers in style. It always helps if your friends have played other games in this genre before. The whole experience feels smoother, faster, and a lot more fun when everyone already understands the basic rhythm of social deduction. Check out our full review here Or buy the game here OK, I couldn't end there, lets do one honourable mention! The One For Kids: 20 Second Showdown And the best to play if you have "active" kids"! Current BGG rank: 10,450 Published by: Big Potato Games Designed by: Big Potato Games WBG Rating: 9 This photo pretty much sums up the scene at my house one year just after Christmas. A stack of games everywhere, and 20 Second Showdown sitting in the middle looking completely worn out because we played it non-stop. It’s that kind of game. You split into two teams, and one person reads the cards for both sides, flipping the timer as each team completes their task then immediately moving to the next team. That’s brilliant if someone wants to take part without being in the spotlight, because the rest of the players are about to go absolutely wild. Each task is a race against the clock. Every one you complete burns precious seconds, so you want to knock them out as fast as humanly possible. If your time ever hits zero, the other team wins. The tasks themselves are gloriously chaotic: quick maths, silly acting, charades-style guessing, running around collecting random objects, flipping cards and catching them mid-air. Honestly, it’s a full workout disguised as a party game. You need the right group for it: people who don’t mind being loud, daft, and a little ridiculous. But when everyone leans in, 20 Second Showdown becomes an instant party starter. Kids especially love it. They throw themselves into the challenges with zero shame, and it’s a fantastic way to burn energy before bed. It's messy, frantic, and extremely fun, exactly what a post-Christmas game night should feel like.
- Innovative Christmas Crackers of Glory Bring Fun Dexterity Games to Your Holiday Table
Christmas crackers are a classic part of holiday celebrations, but many of us have grown tired of the usual jokes and plastic toys that often end up in the bin. This year, I tried a set of Christmas crackers that break away from tradition by offering something genuinely different: six simple dexterity games designed to bring everyone together for some light-hearted competition. These crackers don’t just pop with a bang, they pop with fun. What Makes These Crackers of Glory Different Instead of the usual cheap plastic toys and corny jokes, these crackers come with small wooden game pieces and instructions for six quick and easy games. The idea is to play all six games as a group, then use the results to gain an advantage in a final paper airplane throwing contest. This twist adds a fresh layer of excitement to Christmas Day and encourages everyone to join in. The games are designed to be simple and fun, with most rules explained clearly and quickly on a small piece of paper that comes with the game pieces in each cracker. That said, a couple of the games required us to re-read the instructions a few times to fully understand them. This didn’t spoil the experience, though, but I did wonder why it was written in a somewhat vague and short-handed way. But we got there! Have a read yourself... What’s Inside the Crackers Six of the eight Crackers of Glory contain wooden game pieces, each used for their own unique game. The pieces feel light but sturdy enough for the games. The quality is decent, with the wood being thin but functional. Two crackers include paper hats for everyone, which might disappoint some people since there’s no way to tell from the outside which crackers have games and which don’t. So it is worth explaining that upfront if you leave a cracker per seat, like we do. This is a small downside, but it’s important to remember the games are meant for the whole table to enjoy, not just the individual who opens the cracker. One notable difference is the absence of the traditional bang when pulling the crackers. Due to modern health and safety concerns, these crackers don’t pop loudly, which might feel like a loss for some. Still, the focus here is on the games and shared fun rather than noise. And no jokes here. Maybe good overall! But I do like a bad cracker joke myself. There are some funny ones, like What did the snowman say to the aggressive carrot? “Get out of my face.” Ok, maybe not! The Six Dexterity Games Here’s a quick overview of the games included in the set: Football Players flick a flat wooden disc, shaped like a football, aiming at targets made by the other players fingers, formed into the shape of a goal. Basketball Using a small wooden bouncy ball, players try to bounce it into a cup. Note that cups are not provided, so you’ll need to supply your own. Snooker This game involves flicking small white balls to knock red balls into pockets. The pockets are cleverly made using four knives placed in a square with gaps at the corners. We used empty crackers for our! A solid surface would be better though. Judo Players throw a disc onto a pile of other discs, aiming to flip some over. Keeping the ones they flip. This game’s rules were the trickiest to grasp and took a few reads to get right. Archery From about one meter away, players flick rubber bands at a paper target, trying to knock it over. Gymnastics Players throw two dice onto the table, while throwing another in the air and catching it, then picking up one of the dice off the table, throwing that in the air and catching it, while picking the other dice up before they catch the second. It makes sense when you play! And it's a lot of fun. Paper Airplane Throwing Contest The idea is everyone plays all six of these games and scores each one as they go. Then, everyone makes a paper airplane out of the provided score sheets and sees who can throw it the farthest. After the six games, players use their scores to gain a step forward advantage in a paper airplane throwing contest. This final game brings the tournament to a fun close. How the Games Work as a Tournament The games are designed to be played one after the other, with each player’s performance tracked. At the end, the scores determine the starting positions for the paper airplane contest. This format encourages friendly competition and keeps everyone engaged throughout the meal or gathering. Because the games are quick and easy, they fit well into the flow of a Christmas Day celebration without dragging on. The tournament style adds a sense of purpose and excitement, making the games more than just a passing distraction. What to Keep in Mind No Bang or Jokes in Crackers The lack of a traditional bang and moan might feel odd if you’re used to the usual Christmas cracker experience. Two Crackers Only Have Hats Since you can’t tell which crackers contain games, some people might feel disappointed when they get a hat-only cracker. Cups Not Included For the bouncing ball game, you’ll need to provide your own cup. Some Rules Need Rereading While most games are straightforward, a couple require careful reading to understand fully. Games Are for Group Fun The games are meant to be shared with everyone at the table, not just the person who opens the cracker. Final Thoughts on These Christmas Crackers These crackers offer a fresh take on a holiday tradition by replacing disposable jokes and plastic toys with engaging, hands-on games. They bring a new kind of fun to Christmas Day, encouraging everyone to interact and compete in a light-hearted way. While not perfect, especially with the absence of the traditional bang and the occasional unclear instructions, the overall experience is enjoyable and memorable. If you want to try something different this year and add a bit of playful competition to your holiday table, these crackers are worth considering. They won’t replace the classic crackers for everyone, but for those looking to shake up their Christmas routine, these dexterity games provide a welcome change. Buy your own copy here.
- Euphoria: Build a Better Dystopia Board Game Review
Euphoria: Build a Better Dystopia WBG Score: 8.5 Player Count: 2-6 You’ll like this if you like: Fast playing worker placement games Published by: Stonemaier Games Designed by: Jamey Stegmaier , Alan Stone This is a review copy. See our review policy here Back in 2013, Stonemaier Games had released Viticulture . and that's it! The world was yet to be blessed with games such as Scythe , Wingspan , and Tapestry . Huge pillars of the board game community. But Viticulture had come out, was a huge success, and the newly formed indie publisher Stonemaier games, quickly hit back with a second release of the year, Euphoria: Build a Better Dystopia. The game received positive reviews, but some reason, never became as big a hit for the publisher as what had come before, and what was to come. Perhaps the theme wasn't for some? Maybe people felt this was too complicated. It does have a busy board. The Kickstarter deluxe version had a greyscale reverse side to the board which designer Jamey himself encourage people to use for early games. I'm not sure myself if this was necessary, or why the game didn't quite hit the heights of Viticulture, but let's get it to the table now and see if it still delivers. How To Set Up Euphoria: Build a Better Dystopia First, lay out the game board. You will need a bit of space either side for the players. Now, place onto the board the resources for the four different factions. Up top, you will place the Bliss (cloud shaped green things!) with the Icarites in the sky. On the right, with the Wastelanders, place the green Food tokens; then by their tunnel that they are digging to the Euphorian's, place the Clay. Doing tings like this, helps you learn the board. Hence, me explaining it this wat. Its a good way to teach the game. Do the same with the Energy by the Euphorian's, and the Gold by their tunnel, and the Water and Stone by the Subterrans at the bottom of the board. You will notice star-shaped locations in the four factions' areas. Block off spaces in these until you have spaces remaining that match your player count. One available space for each player in the game, no more. Next to the board, place the two decks of cards, shuffled, and deal out four recruit cards to each player. They will look at them, keep two, and discard the rest. Give each player a resource multiplier card and two dice in their colour. Each player roles their two dice and places them in front of them, the highest role is the starting player. Place the other two dice of each player's colour by the board; they may be able to recruit them as extra workers later. Then give each player their ten Authority tokens in their colour, which they place by their side, and the heart-shaped Morale token and heart-shaped Knowledge token. These are placed into the first and third spaces respectively in the trackers for them on the top left of the board. Then place unavailable action tokens onto the spaces at the end of the three tunnels. They are available when you tunnel through the tunnels in the game. Place Miner meeples at the start of each of these three tunnels, and then add the four Progress tokens on the starting spaces on the bottom right allegiance track. Now, give each player an Ethical Dilemma card; it has a player aid on the back. Place it with the player aid face up. The board should look like this. Finally, take the Construction tiles, shuffle them up, and choose six at random. Place them face down onto their spaces on the board. Each of the land-based factions has spaces for two each. The Icarites have their own version of this printed on the board already. You are now ready to play, and hopefully understand the board a little bit. How To Play Euphoria: Build a Better Dystopia The best way to learn this game is to understand the board. Get to know the main areas of the four factions, three tunnels, and the trackers on the top left and bottom right. When teaching this game, I like to show a few sample turns. On your turn, you can do one of three things: place a worker (dice), remove one or all workers, or activate your Ethical Dilemma card. The Ethical Dilemma card is a one-time action, so most of the game you will be placing or removing dice. Placing Dice When you place your dice, you can do so in one of three types of spots. The first of which is one of the three large resource locations that generate Food at the Wastelanders, Energy at the Euphorians, or Water at the Subterrans. You can place as many workers as you like there and there is no cost. Other players cannot block you in this locations, they can hold multiple workers. You will gain resources based on the value of dice there, the collective Knowledge of all workers present. All things you gain in this game are shown in circles. For example, at the Farm, in Wastelander Territory, you will get one Food token and move the Allegiance trackers one space if the collective Knowledge is one to four. Five to eight and you get a Food and reduce your own Knowledge one space on the tracker on the top left of the board. Over nine, and you get two food, but your Knowledge goes up. A key point to explain to new players is losing Knowledge is good. Gaining it is bad. I will explain why later. All resource generation spaces work with the same ratios, just with different resources. You can see the Generator at the Euphorian Territory below is the same. The second type of place you can place a worker is a smaller hashed line box, which has a cost in a Square for a potentially higher benefit shown in a circle, and you could get bumped. This means other workers can force you off this spot. Not a bad thing, it means you get your worker back for free. Just roll them, perform a knowledge check (more on that soon), and add them back to your available pool. There are two locations like this on the bottom left of the board that let you pay three resources and then you can gain an extra worker (up to four in total, max). Each tunnel space has a location like this too. Here, you pay a resource, place your worker, then gain one of two benefits, in this case, a Gold or an Artefact card, and then you can move the tunneller meeple one space forward. When it reaches the sixth spot, anyone with an unrevealed Recruit card of this faction must now reveal it. When it reaches the eighth and final spot, you can remove the blocker token, and you have now opened up a new worker placement spot. It will have a powerful benefit. This represents each faction tunnelling into a neighbouring faction to gain access to the resource that they make. A lovely thematic link. The third type of place you can place a worker is the spaces by the construction sites. Each one has multiple spaces showing a resource. Remember, what you pay is always in a square. There is no benefit to gain here, just a site to build. You need two workers in a two or three-player game to finish a site, three in a four-player game, and four in a five or six-player game. When the required amount of worker dice are placed here, the dice are bumped, rolled, sent back to their owner, who all perform a knowledge check, and then anyone who had a die here adds one of the authority tokens onto the now flipped construction site. Anyone who didn't contribute to the making of this site misses out on this valuable opportunity to do this, as this is how you win the game. The first person to place their tenth and final Authority token wins the game. So do not miss out on this. Also, if you do miss out, you will notice a huge penalty on the new site. Something that anyone who didn't help build it now has to suffer for the rest of the game. And they are big! Try not to miss out. Each site also opens up a powerful new worker placement spot that lets you spend resources and Artefact cards to gain opportunities to place Authority stars into that faction's star-shaped territory. Remember, there are only spaces in these areas for Authority stars to the quantity of players. So, in a three player game, once the third star is placed, that's it. You can still do this action but you cannot place the star anymore! So, again, don't miss out! Removing Dice When you remove dice, you have two choices. Pay either a Food or Bliss token and then remove one, some, or all of your dice. Roll them, perform a Knowledge check, and then gain two morale. Or, you can do it for free, and instead of gaining two morale, you will gain one morale. Morale is important because it is your hand limit. You cannot hold more Artefact cards than your current morale. If you ever gain more, discard down. Artefact cards are important as they are a cost for a few key actions in the game. And you either need to pay two or three cards, or you can reduce the quantity by using matching or specific cards. Knowledge Check Whenever you gain a die, or remove one from the board and add it back to your supply, you must perform a knowledge check, as mentioned a few times already. Here, you roll all available dice, so not the ones still on the board if you have any. Then, total up all rolled dice, add your current Knowledge level, and if it matches 16 or above, one of your dice is returned to the unavailable dice on the side of the board. Gaining new dice is costly, so you want to try and avoid this if you can, by keeping your knowledge low, and not rolling more than three dice at once if you can avoid it. Recruit Cards During the setup, you can choose two from four cards. During the game, you won't get many more, if any. They are very valuable. They all come from one of the four factions on the board and have a specific challenge on them. When you complete the challenge as shown on the cards, you will flip them over n gain the shown benefit. You will also now gain benefits from them as per the allegiance track. Other actions may force you to flip the cards over too, such as reaching the sixth space on the tunnel for that specific faction. Allegiance Track At a few worker placement spaces on the board, you will see one of the four Faction symbols. When you see this, it means you must move the marker on the Allegiance track forward one space. When the marker reaches the second tier, you will move the token there to the resource space for that faction. This will remind you that anytime any player ever takes this resource action again, they will gain an additional resource if they have an active recruit of that type, face up in their play area. In tier two, you will gain both benefits instead of one when you use the tunnel action for that faction. Again, only if you have an active recruit. And in the third tier, anyone with a hidden recruit of that type must now reveal that card. The final space shows that now each player will place one Authority token onto each active recruit from this faction. Ethical Dilemma Cards At the start of the game, each player was given an Ethical Dilemma card. At any point in the game, instead of placing or removing dice, you can activate this card as your turn. There are two choices. The right side lets you instantly place one Authority token on it, in exchange for one specific artifact or any two artifacts. Or the left side, which for the same cost, will let you draw two new Recruit cards and then keep one of them. This is the only way you will get extra Recruit cards. So, it's a tempting choice, especially as it may be a way to place another Authority star anyway and also gain the benefits from a developed Faction minor path if you don't have an active recruit already, one that has gone a long way. Until you activate these cards, they can be used as a handy icon player aid on the reverse. Double Dice Placement During the game, if you ever have two active workers ready to be placed and they have the same number, you can place them both sequentially. Meaning, you get more than one turn in a row! This can be very powerful if you get to activate a Construction site and block someone else off, or do this and gain multiple Authority star placement opportunities at once. Catching people out this way can be big as there are a lot of spaces that, when done, are out of the game for other players as we have shown. So place dice, remove dice, activate your Ethical Dilemma card at the right time, build construction sites, collect resources, dig tunnels, and become the most authoritative leader in the dystopian future! First to place ten stars wins! Is It Fun? Euphoria: Build a Better Dystopia Board Game Review Why Euphoria Can Be Great Fun Euphoria is fun because it delivers a clever mix of worker placement and dice that always feels tense but rewarding. The busy board becomes a playground of small puzzles, and every turn gives you meaningful choices. Do you contribute to a construction site paying the resources and gaining nothing else, or gather resources elsewhere and risk missing out on those precious Authority star placement opportunities and suffer the consequences of not being a part of the build. These decisions create a constant feeling of progress, and when things click, euphoria flows brilliantly. As turns are so fast and things develop quickly, it really does feel like the game has constant and exciting momentum. It also feels surprisingly thematic. The tunnels, the faction tracks, and the blissful Icarites all reinforce a world that is bursting at the seams with quirky dystopian charm. Not to mention the Ethical Dilemma card and choice that you must make at some point in the game. And I adore the art of the Artefact cards. Remnants of a lost age, no treasured. Broken glasses, some balloons! Its quite amusing really. Who Will Like It and Who Might Not Euphoria suits players who enjoy worker placement games with a strong table presence, and a puzzle that rewards efficiency. If you like games where smart timing matters and a well planned turn feels like a small triumph, this will scratch that itch. Fans of heavier worker placement games will enjoy the tension in choosing when to place workers or pull them back, but may ache for more choice. Equally, players who prefer more relaxed experiences may find the game overwhelming and busy. This is firmly a mid-weight game. The board is dense with icons and options, and new players often spend their first game simply trying to understand what anything means. If you dislike games that punish mistakes or reward players who read the strategy faster, this may not be your style. What Might Not Be Fun and What Makes It Interesting Some players may not enjoy how punishing the game can feel if you get your timing wrong. Missing out on a construction site can slow your pace a lot, and the punishment from doing so can be big! The Knowledge mechanic also takes a few plays to appreciate, and rolling all your dice at once can create big swings. You will feel you want to gain your extra two workers quickly, but I have won a fair few times with only three dice. Gaining them is costly, keeping them all is tough! The interesting part of the game to me is the way all these systems interact. The tunnels open new opportunities. The recruits shape your strategy and create real divides between each players own goals. The Allegiance track gives you goals to chase in your factions of choice. And the double placement rule adds a neat luck based pop, in a game otherwise full of strategy. These layers make Euphoria feel alive, and each game pushes you to experiment with a new approach. Pros Clever worker placement system with dice that feel meaningful, not random Strong theme that ties into the gameplay Satisfying medium term goals through construction and Allegiance Plenty of strategic timing moments Great sense of progression once the board clicks with a pacey feel to the game Cons Busy board can overwhelm new players Punishing if you miss key moments Some luck in dice rolls that can swing momentum Needs rules a decent explanation and a patient teacher Euphoria: Build a Better Dystopia Review Euphoria: Build a Better Dystopia is a smart, crunchy mid-weight worker placement game that rewards planning, timing, and understanding the board. It may look intimidating at first, but once you settle in, the world opens up and every turn feels pacey, poised, and purposeful. If you enjoy games with layered systems and rewarding decisions, Euphoria still holds up and offers a rich experience that deserves more attention than it gets.
- Choosing The Right Game: A Friendly Guide to Board Game Selection
If you’re anything like me, the world of board games is a treasure trove of fun, strategy, and sometimes, a little friendly rivalry. But with so many options out there, how do you pick the perfect game for your next game night? Whether you’re hunting for a quick party game, a deep strategy challenge, or something that the whole family can enjoy, choosing the right board game can feel a bit overwhelming. Don’t worry, I’ve got your back! Let’s dive into the art of board game selection together. Why Board Game Selection Matters More Than You Think You might be wondering, “Isn’t any game good enough?” Well, yes and no. The right game can turn an ordinary evening into an unforgettable experience. The wrong one? Well, let’s just say it might lead to some awkward silences or a pile of untouched game pieces. When choosing the right game, consider these key factors: Player Count: Some games shine with two players, others need a crowd. Game Length: Are you up for a quick 20-minute round or a marathon session? Complexity: Do you want something easy to learn or a brain-bending challenge? Theme and Style: From fantasy quests to economic simulations, the theme can make a big difference. Age Range: Make sure the game suits everyone’s age and interests. For example, if you’re planning a family game night with kids aged 8 and up, a game like Survive The Island offers simple rules and engaging gameplay. On the other hand, if you’re with a group of strategy buffs, Kinfire Council might be the perfect pick. Kinfire Council - A heavier strategy game utilising worker placement and resource management. How to Navigate the Maze of Board Game Selection Let’s be honest - the sheer number of board games out there can be intimidating. But here’s a little secret: you don’t have to try them all to find the right one for you. Instead, focus on what matters most to you and your group. Here’s a handy step-by-step approach: Identify Your Group’s Preferences: Are you playing with family, friends, or fellow enthusiasts? What do they enjoy? Set Your Time Frame: How long do you want the game to last? Short and sweet or epic and immersive? Check the Complexity Level: Beginners might prefer lighter games, while heavier gamers might crave something more challenging. Look for Themes That Spark Interest: Whether it’s deduction, adventure, or economics, the theme can make the game more engaging t the people you have coming to play. Read Reviews and Watch Playthroughs: Seeing the game in action can help you decide if it’s a fit. Or search here for mechanics or theme. Try Before You Buy: Try out a board game café to give a few you have shortlisted a go before you make the purchase. If you’re ever stuck, I highly recommend checking out the search function in this website. All games reviewed which is hundreds, are tagged by their category, mechanics and theme, this may help you discover new games tailored to your tastes. Do you really know your Family game? Okay, I had to throw in a little pun there because family games are a whole different beast. You might think you know what your family likes, but sometimes the best way to find out is to experiment a bit. Family games need to strike a balance between fun and accessibility. You want everyone to feel included, regardless of age or experience. Games like Qwirkle and 221b Baker Street , are classics for a reason, they’re easy to learn but offer enough depth to keep everyone interested. But don’t shy away from newer or indie games either. Many independent creators design games with families in mind, often bringing fresh ideas and unique mechanics to the table. These games can be a breath of fresh air and a great way to support creative minds. Here’s a quick tip: involve your family in the selection process. Ask what themes or types of games they enjoy. Maybe your kids love animals, search for animals on the site here and you will get plenty of choices. Check it out. Tailoring your choice to these interests can make game night something everyone looks forward to. Kavango not only plays well and looks gorgeous, it will also teach your family about conservation. The Joy of Discovering Independent Board Games One of the most exciting parts of board game selection is stumbling upon hidden gems from independent creators. These games often bring innovative mechanics, fresh themes, and a personal touch that big publishers might miss. Supporting indie games like Kavango not only diversifies your collection but also helps foster a passionate community around the hobby. Plus, many indie games come with unique artwork and storytelling that can make your game nights truly special. When trying out an indie game, keep an open mind. Some might have a steeper learning curve or unconventional rules, but that’s part of the charm. And if you love it, you’ll be part of a growing movement that celebrates creativity and innovation in board gaming. Making Your Board Game Selection a Breeze By now, you’re probably feeling more confident about picking your next game. Remember, the best board game is the one that brings joy, sparks laughter, and maybe even a little friendly competition. Here are some final nuggets of wisdom to keep in mind: Mix It Up: Don’t be afraid to try different genres and styles. Consider Replayability: Games that offer new experiences each time keep things fresh. Think About Your Space: Some games require a lot of room or special setups. Budget Wisely: Great games come in all price ranges, so find what fits your wallet. Have Fun: At the end of the day, it’s all about enjoying the time spent together. If you ever feel overwhelmed, just remember that resources like our Search function are there to guide you. They make the process easier and more enjoyable, helping you find games that fit your unique tastes and needs. So, next time you’re faced with a shelf full of options, take a deep breath, think about what you and your group love, and dive in. Your ideal board game is waiting to be discovered! Happy gaming!
- Heat: Pedal to the Metal Board Game Review
Heat: Pedal to the Metal WBG Score: 9 Player Count: 1-6 You’ll like this if you like: Flamme Rouge Published by: Days of Wonder Designed by: Asger Harding Granerud , Daniel Skjold Pedersen This is the reviewer’s copy. See our review policy here By Steve Godfrey It’s time to fasten your seatbelt, check your mirrors, and put your pedal to the metal (as per the box instructions). Also, don’t forget to check your oil and water, especially before a long trip. Oh, and don’t forget your antifreeze if it’s coming up to winter. Also, check tire pressure. I appreciate that this doesn’t make for an exhilarating intro, but it’s important to think about safety. How to burn rubber. Heat is a racing game, so the first person across the line will win, unless more than one player crosses the line in the same round. In that case, the player who is furthest across the line will win. In front of you, you’ll have a player board with your deck of cards, a pile of heat cards, and eventually a discard pile. First, I want to talk about the concept of “heat.” At times, you’ll need to pay for a number of heat. When you do, take a heat card from that section of your board and add it to your discard pile. You can also cool down heat at certain points. When this happens, take as many heat cards as indicated from your hand and put them back into your heat deck. At the start of the round, players will simultaneously choose if they want to shift gears up or down, or not at all. Then, choose a number of cards from their hand of 7 to play. The number will be equal to the gear they’re currently in. There are three types of cards: Speed cards that have numbers on them, stress cards that have no number but can still be played, and finally heat cards which can’t be played. In turn order, players will then take the rest of their turn taking the following steps. First, reveal your hand of cards and move that many spaces. If you played any stress cards, then you flip the top card of your deck until you hit a speed card. Add this to your current speed and move that many spaces. Second, if you're in last place, then you can move an extra space that adds to your speed. You can also cool down one heat. Third, you can cool down heat if you're in first or second gear. You can also use the boost action. Here, you pay a heat, then flip a card from the top of your deck and move that many spaces. This adds to your speed. Fourth, here you can slipstream. If you end your moves directly behind or next to another racer, you may slipstream by moving up to two extra spaces. This doesn’t add to your speed count, but be wary of it taking you around a corner. Fifth is the dreaded corner check. Each corner in Heat has a speed number next to it. If you cross that corner and your total speed is equal to or lower than that number, then you're all good. If you go through it over that speed, then you need to pay the difference in heat. If you can’t pay the full amount, then you spin out. Depending on what gear you're in at the time, you take one or two stress cards into your hand, drop into first gear, and move back behind the corner line that caused you to spin out. Lastly, you can discard as many cards from your hand as you want, except heat and stress cards, of course. Then refill your hand back up to seven cards. The next player will go on and so forth, and then rinse and repeat. The game will end on the round that at least one person has crossed the finish line. If they are the only one, then they win. If more than one person crosses the line in the same round, then the win will go to the player who is furthest across the line. Start you engines Just for a bit of context, one of the designers of Heat also designed Flamme Rouge, which is one of my favourite games and certainly one of my favourite racing games. If you’ve played Flamme Rouge and read the rules rundown, then you’ll know that the two have very similar base mechanisms. That’s because Heat takes the simple card mechanism of Flamme Rouge and expands it to not only make it more strategic but also to make them fit the motor racing theme rather than bicycle racing. I'll admit I was skeptical about Heat, especially when I learned that it was using the foundation of Flamme Rouge and adding other things to it. I was worried that it would make it too complex and fiddly and would also sap the fun chaotic nature from the game that I love. My first ever game of it was on Board Game Arena, and it wasn't the best of experiences, but I put that down mainly to it being a learning game and being turn-based. But then I played my first physical game with all the rules taught properly, and before you could say “Nigel Mansell's moustache,” I was in! As I said earlier, the card play system here has been taken from the designer's previous game of Flamme Rouge. Rather than simply port that over to Heat and slap a motor racing theme on it, though, they've done their due diligence and crafted it into something that’s similar but also altogether different... yeah, I’ve confused myself with that sentence as well. At first, the multiple steps you have to go through look a bit daunting and look as though they’ll draw the entire game to a grinding halt, which is the exact opposite of what you want in a racing game. That feeling is even more pronounced when you're explaining the steps to new players, and you can see the bemused looks on their faces. Give it a couple of rounds, however, and you’ll find that you’ll be flying through these quicker than me trying to get to the next services after a long, liquid-fuelled drive around the M25. It’s not long before the strategy in Heat shows itself. Obviously, the cards you draw into your hand are pure luck, but it’s how you choose to use what you’re given that makes the game purr like a finely tuned engine (yep, that sounds like something a car enthusiast would say). You see, Heat is all about planning ahead and clever card management. It’s all too easy to want to slam the car into a high gear and go tearing around those long straights like a rocket-fueled road runner and then discard your lower speed cards. Why do you need them anyway? Going fast is too much fun. Well, that emerging low-speed corner is why. You need to keep so many steps ahead to be competitive in this game. You need to keep an eye on your gears, the cards you have in your hand, at least the next couple of corners (if they’re close), and also where your opponents are and if you can steal a cheeky slipstream from them. Every turn you’ve got so many potential things to think about above just what speed you want to go that turn, and I love how much it makes you think. What's more impressive is that despite all that going on, the game still feels pacey. There’s a really fun element of trying to second-guess your opponents. It’s all well and good deciding how you’re going to take a corner, but what about them? Are they going to make that next corner? If so, will they take it at a sensible speed, or are they going to push and take some heat to give them an advantage? Above all, are you trying to pre-empt that and drive accordingly? One of my big issues with racing games is the frequent emergence of a runaway leader. I’ve said this before in other racing games I’ve reviewed, and if you’ve already read those, then I’m sorry for sounding like a broken record. It’s been a problem with most of the racing games I’ve played, and it can easily sour the experience, especially when there’s nothing you or even the leader can do to stop it/mess it up. Heat feels different. Now, don't get me wrong, it can still occur in this game, but it feels more earned than those other games. In fact, the strategic play of Heat makes everything feel earned because, unlike a lot of those other racing games, it’s entirely possible to catch up in Heat. It makes the racing feel so much more thrilling, dynamic, and tight. I can’t tell you how many games of this I’ve played where the lead has changed hands multiple times across the race. Cars that are lagging behind have snuck in from out of nowhere to take a lead. Leaders that seem impossible to catch have fallen back and are fighting to stay in contention for any sort of place. Every game of Heat has felt like a race and a genuine competition that anyone could win right up till the last gasp past the finish line, and believe me, I’ve had races of this that have gone down to the wire. Heat is bad, right? Let’s talk about the titular cards for a moment. It’s easy to think of heat cards as the bad guy, the Hades of Heat, if you will. If managed properly, however, heat can be a hugely useful tool. This game needs to come with a warning, though, because using heat can be addictive. It starts off innocently enough. You use heat to push yourself over a corner by one space because it puts you in a better position; it’s a great strategy. Later on, you’ll use it to pay for a cheeky boost because why not? One won’t hurt. Be careful, though, because before you know it, you’ll be pushing past corners by two, even three speeds. It's okay; you’ve got plenty of heat left; you’ve been cooling down. Then, before you know it, the tank is empty, and you're going around the track cold turkey, being so careful with your card management that even a milk float is on the verge of overtaking you. It’s tense stuff because even the slightest wrong move could cause you to spin out. Just remember, kids, use heat responsibly. Now, with all that being said, spinning out isn’t necessarily all that damaging. We’ve had people spin out in races and still be in the mix for a potential win. Let’s talk about stress, baby. Oh, stress cards. You have been my friend, and you have been my enemy. Pull the right number at the right time, and they can be the push your race needs. Heck, they may even be the nudge that helps you win. Pull the wrong number at the wrong time, however, and you could be calling the crowd over to give you a push back to the line as you spin out wildly. Regardless if you love them or hate them, they ain't half a lot of fun to watch people draw. The moment someone declares, “If I pull anything but a 4, I’ll be alright,” everyone’s attention is drawn to that player like a tractor beam, and let’s be honest, everyone secretly wants them to pull that 4. Even when they don’t, though, there’s still an “Oooo” from the onlookers. Having a hand that’s full of them is certainly no fun when you're closing in on a corner, but they definitely bring the entertainment values with them. Speaking of value… What’s in the box? It’s safe to say that Days of Wonder haven't skimped on the content in this box. You get four tracks plus the components for six players and solo mode. That alone could easily be enough content for a long time. But then you get upgrade cards you can optionally throw in. You draft three of these before a race, and they give you powerful abilities like extra slipstreaming, better brakes, and better steering so you can manipulate a corner's speed. You also get a championship mode that links races together and gives you events for each race and sponsorship cards. These are one-time-use cards that give you one-off special abilities. You’ll even have weather that will change how you apply the rules to certain sections of the track. There are track modifiers that give special rules to sections of the track and can also modify speed counters for the corners. Fancy racing on your own? No worries, because the solo mode has you covered. Each turn, you flip a card that tells you how each non-player driver will move that round, and it’s a brilliantly simple system. It's been designed with not only solo play in mind but also to fill out games with fewer players. Don’t let these drivers fool you, though, because they’re in it to win it just as much as you are and are definitely up for the challenge. They’re beatable, but you need to be on your game to do so. It’s getting hot in here, so take off all your cars. So I’m not sure if this is just me, but I found the corner rule a bit weird to get my head around the first couple of plays, and from my experience, it does seem to trip other people up a bit as well. I think I’ve got it down well enough that I can teach it fairly clearly now, but I'd be interested to see if this caught other people out as well on their first go-round. It is still entirely possible that a runaway leader could occur, especially if you're playing with new people who haven’t quite picked up on the strategy. That being said, I taught a five-player game with three of them being new, and one of the new players won. So it’s swings and roundabouts how much of an issue that turns out to be. As much strategy as there is in this game, it’s entirely possible to be caught out by a bad hand of cards. Yes, having a handful of heat and stress cards can suck, but that’s the risk you take when you spend heat; it’s part of the game. What I’m talking about is speed cards. A hand of high cards when you need some low ones for a tight corner or a hand of low cards when you really need that speed boost can be a bit demoralizing. Maybe not quite as bad when you’ve got heat to spare to help mitigate this a bit either way, but if you haven’t, then this can be a bit of a slap in the face that you just can’t do anything about. Flamme Rouge was once in my top ten, and I still love that game. I can't see it leaving my collection anytime soon. However, my initial skepticism for Heat seems to have swung completely in the opposite direction and, as you can see, has not only become my favourite racing game but one of my favourite games of all time. If you want a tight, tense, and strategic racing game, then this should be your first port of call to check out. Right. I’m off to turn the heating down in my house. I thought that combining Heat with actual heat would make it more thematic. Turns out it just makes my chocolate game snacks melt quicker. Note to self: sleeve my cards.
- Frank’s Zoo Card Game Review
Frank’s Zoo WBG Score: 5.5 Player Count: 4-7 You’ll like this if you like: Light family card games. Published by: HeidelBÄR Games Designed by: Doris Matthäus , Frank Nestel This is a free review copy. See our review policy here By Steve Godfrey “So you're telling me you have no otters at this zoo of yours!? Well, you'd better have something entertaining or I'm demanding my money back.” “We have a mouse that can scare the elephants.” “Ok, I’m back in.” How to Run a Tiny Zoo If you're playing the Wild Rumble version, which is the full competitive version, take the animal card deck and deal the cards out evenly to each player. Then make a stack of point cards depending on your player count with the highest at the top and then going in descending order. The aim of the game is to be the first player to empty their hand of cards. Choose a first player (the rulebook says the youngest) and they take the first action. If there are no cards on the table, which there won’t be on the first turn, then you take a Lead Action. Here you simply play any number of cards of the same animal type onto the table. The next player can either Pursue or Pass. There are two ways you can Pursue. Either play the same species as the previous player but with exactly one more card. The other way is to outrank them. Each animal has a bubble above them with any number of the other animals that will outrank them. To outrank an animal, you need to play exactly the same number of cards that were played but of an outranking animal. There are also two special types of cards: the chameleon, which is a wild card, and the mosquito, which can be played as its own set or you can add exactly one to a set of elephants to act as an elephant. If you play a set of cards and the turn gets back to you and they haven’t been beaten, then you take all the cards that have been previously played and put them next to you. You then get to take your turn by taking a Lead Action. When a player empties their hand of cards, they take the next highest point card from the stack. Play keeps going until all but one player has run out of cards. The player with the most points wins. You can either end the game there or play 3-5 rounds and total up your scores from all the rounds to determine the winner. There’s also a team rumble which you can either play on its own or after you’ve played one round of the Wild Rumble. The round of Wild Rumble will be a factor in deciding random teams based on your score in that game. You could, of course, play without that and just pick your teams. The difference is that the Wild Rumble could serve as a sort of practice round for new players. The team rumble involves having teams of two, each with a junior and a senior per team. This relates to roles you play in the team, not the ages of the players. Let’s be honest, no one wants to have that discussion. At the start of the round, teammates can swap two cards with each other. On the junior player's turn, they can ask for help when taking a Pursue action in which you don’t have enough cards to beat the previous play. They play the cards they have, and the senior player can add cards to that hand if they’ve got them (and if they want to). If not, the junior takes their cards back and passes. When someone goes out, both they and their teammate take the top card of the stack (this will have two of each point card). At the end of the round, add up your points cards, then each player that has at least two lions in their stack will score 1 point per lion. You lose a point if you have no hedgehogs in your stack. If you're the last player with cards in your hand, then you lose 1 point per lion in your hand. The Old Zoo Frank’s Zoo has been knocking around since 1999, so with this new version, it's worth assuming that if it’s been around for 26 years, there must be a reason, right? Well, maybe, but I’m not sure I’m the best person to tell you what that is. Yeah, spoilers, I’m not exactly in love with it. I’ve played this with a few different groups, and it's not really been a hit for any of them. That’s not to say that this is a terrible game by any means, and in fact, if you look at the reviews on Board Game Geek, I definitely skew in the minority. So, all I can do here is tell you why it’s not for me. You never know, the things I didn’t like may well be exactly what you're looking for in a game like this. The Wild Rumble mode is the big letdown for me because how well you do is down to the cards you're given. There’s no starting hand mitigation, no ways to mess with your cards during the game, and no real ways to make a truly clever strategy to make the best of it. It can make or break your game, and you can generally guess how your game is gonna go just by looking at that opening hand. It becomes frustrating when you find yourself constantly saying ‘pass’ not from any strategic standpoint, but because you’ve got no choice. It leaves a bitter taste in your mouth. There may be some strategy in not playing cards when you can. Maybe if you need three cards to beat something but you have four of that animal in your hand, then I can see the logic in holding back until you can play all of them. It’s a very light strategy and a bit of a gamble to sit on since the opportunity to shed all of those cards at once may not even present itself. Plus, you don't really want cards to loop back to the original player for them to take a lead action to shed yet more cards from their hand. Don't get me wrong, I don't expect light card games like this to have a ton of strategic depth. In fact, there are a lot of great games out there that are just as strategy-light as this, and I love them for it because they’re just fun. Unfortunately, this mode just lacks the fun aspect for me. My other frustration is the insistence in the rules that if you win a stack, you take it into a personal pile. But then when it comes to scoring, nothing is done with it. It seems like a minor gripe, but I had to keep checking the rules because people kept asking the relevance of it, and I thought I’d missed the reasoning behind it. This rule comes into play in the team rumble mode and has a scoring purpose, so maybe it’s setting some good practice for that, but it would have been nice to at least have let us know that. A Second Chance? After one game of Wild Rumble, you can either set up for another round and play maybe 3-5 rounds and see who has the high score or leave it there (my groups decided the latter of those two options), or you could play the team rumble, and this is where the game kinda redeems itself. A lot of the things that are lacking in the Wild Rumble have some fixes in the team rumble. There’s now some form of mitigation since you can pass cards between teammates. The junior passes two, then the senior passes two back, and it makes for a touch of mitigation that may be invaluable during the game, and it gives teammates a bit of foreknowledge of at least a few of the cards in their teammate's hand. Being able to help a teammate is a nice addition as well and could help you get out of some scrapes, especially on an important play. However, I do find it a bit weird that only the senior can help the junior and not the other way around as well. It’s like the game is trying to help mitigate those less than stellar hands of cards but then immediately throws in a twist at the same time to mess that up. The scoring is the thing that adds some meat to this variant, though. Just by making the cards in those stacks you win important opens up a lot more opportunities for strategic play. Now holding back cards and voluntary passing makes more sense as you wait for a stack to populate with some of the juicier cards before you unleash that big play to win it. Choosing to pass rather than beating a hand may even push another player to win a less than stellar stack, and I’ve gotta say, it's kinda satisfying when that happens. For me, the team rumble is my preferred way to play this, and while it does make the game more interesting, I don’t think it’s quite enough to make this a game that I’ll want to bring out above all the other card games that I’ve got in my collection. That being said, you only have to look at a lot of the user reviews on Board Game Geek to know that this seems to be quite popular with families, especially those with younger children, which makes sense as the artwork is fun and visually it’s easier to pick up due to the lack of numbers and text on the cards. So if you're in that young family camp that's looking for a quick, light game to introduce people to, then this could be a game that’s worth looking into. Unfortunately for me, though, this is a game that needs to go to a new enclosure at a different zoo, or more likely someone I know who will love this game more than me. I don’t think zoos take card games. Right, I’m off to visit my local zoo because I really need to see some otters to make up for the lack of them in this game. Who runs a zoo without otters, honestly.
- Silos Board Game Review
Silos WBG Score: 8 Player Count: 2-4 You’ll like this if you like: Municipium Published by: Bitewing Games Designed by: Reiner Knizia This is a free review copy. See our review policy here By Steve Godfrey In Silos, we play as aliens who have come to invade the Earth by using the planet's most intelligent species... cows. However, since cows have no political sway, we've decided to settle for using humans instead. I know what you’re thinking. This is another of my hilariously funny but silly intros. Not this time. This is a summary of the intro in the rulebook, so thanks to Bitewing Games for doing the work for me... Not sure what to do with the extra time on my hands now. How to abduct cows. Set up by giving everyone their 7 alien figures and then satisfyingly gracing one of those with a cool cowboy hat. Then give each player their set of three personnel cards and shuffle the common deck of 12 cards. Determine a start player and place their discs on the highest space on the town hall track, and place everyone else’s behind it in clockwise order. Place a cow and a random human above each space. Then place a human of the matching color on the 3 spaces around each area. These are called focus groups. Then place the UFO at the news station. In turn order, players will then place a figure on one of the 7 spaces on the board. This will continue until everyone has placed all 7 of their aliens on the board. Now before I go any further, let's talk about influence. Everything in this game relies on you winning influence in the necessary spaces when they activate. Each regular alien is worth 1 influence in a space. Your leader (the one with the funky cowboy hat) is worth 1.5, and your educated aliens (the ones with the even cooler hats) are worth two. If there is ever a tie in a space, then you refer to the town hall track, and whoever is ahead breaks the tie. This is all important info because now I can talk about the last part of the setup. Once everyone has placed, you check the influence in the town hall space, and the person with the most moves their token to the top of the track and then carry on. The aim of Silos is to collect 5 societal power emblems (or four if you want a shorter game). You gain an emblem if you collect a set of the four different colored human meeples. These are Professionals, Government Operators, Politicians, and Public Influencers. You can also complete a set using cows, which are a wild resource in this game. On your turn, the first thing you may do is use up to two points of movement to move your aliens along the paths to different spaces. You must then play a card. You can play one of your three personal cards, which will then be used for the game. Or you could flip over a card from the common deck. There are 12 cards in this deck but only four different types. UFO Advance (5 in the deck) - Move the UFO to the next area clockwise. The player with the most influence takes the cow, and the second most gets the human. Marked Specimen (4 in the deck) - Each player draws a human and places it on a matching focus group. If one of these fills up, the player with the most influence wins two of the humans, with the next most winning the third human. One Power card (2 in the deck) - Each player activates a space in which they have the most influence (I’ll talk about these in a bit). All Powers (1 in the deck) - This kicks off all powers on the board. Each area activates in number order, and only the player with the most influence triggers that space's ability. The town hall rearranges the tiebreaker track. The Sheriff's office lets you pick a space and move one player's pieces to the sheriff's office. The University moves all of your pieces to the town hall, and one of your aliens there gets a graduation cap. The shopping mall lets you pull humans from the bag and put them on focus groups until you either decide to stop or one fills up and activates. At the news station you can trade three humans in any combination for an emblem or draw a human from the bag. Winning the church will let you take a human from another player or from a focus group. Finally, the bus station will let you rearrange all of your pieces on the board. Once someone has the required amount of emblems, then once the current turn ends, the player with the most will win. Mars Attacks! (Not the chocolate bar) Ok, so full disclosure right from the off. When the opportunity to review this game came up, I may not have done quite as much research into it as I normally do because the premise, the theme, and the look of all the components dazzled me as much as a moth to a flame, and don’t worry, we’ll get to those. I still looked into it to see if it was something I wanted to cover, but it’s safe to say now that I came for the presentation, but I stayed for the gameplay. Silos is a deceptively simple game to grasp in terms of rules, but it's the strategy, the jostling for position, and the timing aspect that’s going to be the key to this game making its mark for you. At the start of the game, it’s anyone’s guess as to what’s going to happen, so all you can really do is place where you want and hope for the best. The only thing you can really make a plan for is the cards in front of you. At first, it feels like you’re not really making an informed choice in that initial placement. However, as the cards start to come out, that's when the game starts to get competitive. Even having just card one out of the deck triggers people's brains into gear. All of a sudden, everyone becomes a math whizz as they try to figure out the odds of the next potential card. You start to feel clever because you think you've got it sussed, when in actual fact you've got as much chance of figuring things out as a contestant on Deal or No Deal. What follows is a desperate scrabble as players try to get into what they think are optimal positions to cover as many bases as possible, which is easier said than done. Only having two points of movement is like giving players one of those extending dog leads. You give them just enough to get somewhere, just not enough for where they really want to go. It's frustrating but in the best way, and it really goes to prove how clever the game really is. Ideally, you want to be in as many spaces as you can for any eventuality and a bit more freedom of movement. If you do, though, you’ll find yourself spread so thin that chances are you won’t be winning many contests for those spaces. However, bunch up too much, and you’ll find that yes, you’ll probably win where you want to, but moving about once you’ve won could be really limited and puts you on the back foot for those other spaces. It's these tough choices and scope for some clever forward planning that make the game shine brighter than the aliens' abduction beam. Even Aliens wasn’t this crowded. This game seems to become tougher the more players there are on the board. It doesn't sound like a big leap from three to four players, but that’s 7 extra aliens on the board, and it makes winning the space you want all the more difficult, and as such, the competition is fiercer. Luckily, you have more than one path to victory, and it’s this that keeps the game from feeling samey on every play. Each space (except the town hall) will give you a chance to gain humans or cows in a couple of ways, and certain other spaces, like the news station, will give you ways to turn the tide should you find yourself struggling behind. My particular favorite is the sheriff's office, which lets you move other players' pieces from one space to the jail. It's a great way to get the upper hand on a space or just something to do if you want to stop someone else's plan in a petty act of “if I can't have it, no one can.” To help keep the game fresh, there are alternative location tiles that you can add to the board either all at once, or you can just add the odd few in each game. Each adds its own new twist to the game, and I’d definitely recommend trying them. As I said earlier, the game is easy enough to grasp, and you could potentially throw these in after your first game if you wanted to. You could hurt someone with that thing! If you’ve seen any photos of this game, then you’ll know that Bitewing Games have made the ultimate carrot to dangle in our faces and draw us in, and only the strongest of us can resist. You get to put little hats on the aliens!! As I said earlier, I didn’t resist. Everything in this production is top-notch. The alien pieces are these lovely wooden tokens with double-sided prints on them and heads that are just gagging for hats to be put on them. Seriously, I think sometimes the only reason I educate my aliens is so I can put a hat on them. The UFO marker is this chunky, tactile piece that, if dropped from high enough, could do some serious damage to your table or foot. Even the rulebook is made of that really nice textured paper that I’d only previously seen in some of Stonemaier's games. The artwork by Kwanchai Moriya is at its usual beautiful best and captures the quirkiness of the theme perfectly. I love the addition of the spaces to keep the cards around the board. It’s a simple touch, but it shows how important card counting is to the game. I thought abduction was going to be fun. It’s entirely possible to have a bad time with this. If you just aren’t able to win the spaces you want frequently enough, it can easily start to feel like a slog. It’s like when you see those movies where the puppies can’t get milk from their mom because they keep getting kicked away by the others (sorry, cows, milk, you can see where my brain went on this one). Especially if you're only winning humans here and there and not getting anywhere near a set. This is especially frustrating if everyone else seems to be swimming in humans and emblems. There is, of course, a space to help combat that, but that again can be highly fought over, and it could leave a player struggling to catch up if they can’t win that space either. I said earlier that there are multiple paths to victory, but if your original plans are closed to you and you need to change track, then it could lead to you being on the back foot for a lot of the game. I think this issue rears its head more at four players since there are so many more aliens on the board and more people chasing those different paths. SILOS is a fun area control game that sits on the lighter side of the genre. It gives you a good mix of interesting choices and tug-of-war style gameplay. On top of all that, it throws in some great components and fantastic artwork that helps immerse you in this brilliantly quirky theme. Right, I’m off to try and get myself abducted by aliens and see what all the fuss is about. I hope it's the good ones from E.T. It’d be nice to know if he finally got home.












