Today I'm talking about Poo! No it isn't as disgusting as you think it is. This is a card game where the premise is that you are monkeys in a cage who are flinging your poo at each other. Once a player reaches 15 poo they are out of the game. The game is quick, easy to learn and fun. And no there is no actual poo imagery just different monkeys or zoo images on the cards.
Poo is given by playing various Poo or special poo cards. Some deliver a single poo (pellet poo) some deliver up to 7 (the big one), some deliver poo to multiple opponents. Removing poo involves the use of "clean cards." Poo can be also be blocked by a number of defensive cards.
The simple mechanic of Poo! is to draw a card as soon as you play a card. You will find as players gain more experience this will lead to rapid card plays.
The immature nature of the game can initially be off putting to some people, however I found this game is actually accessible to people of all levels. The immature theme also helps get people into a fun mood.
This is also a great game to play while a host sets up the big game of the evening, or if people just want some easy game play for a night. You will need some sort of counter (pennies or poker chips) to keep track of poo. I wouldn't advise pen/paper because poo levels change quickly.
If you have a group who is up for wacky fun and childish giggles, this is a great game to pick up.
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Thursday, 28 February 2013
Thursday, 21 February 2013
A review of Bang! the Bullet card game
Today I’m going to talk about Bang! This game is a lot of fun and if you can find it you can get it in a giant bullet container. Granted the bullet case does look a little like a giant metal suppository but it’s still a big bullet which looks awesome on the game shelf.
In Bang! everyone is given a different job in a Wild West shootout. The sheriff is the only player who is known to all players. It is the sheriff’s job to eliminate the outlaws and the renegade. The outlaws are trying to kill the sheriff. The Renegade wants to be the last man standing to duel the sheriff and then there is the deputy, whose job is to protect the sheriff.
Once these roles are dealt out you will be given a character card with a special ability. These abilities basically give a small advantage to each player and help you into the role play a little.
There is a learning curve with what the cards in the game do but once you figure them out the game flows well. The most common card is the Bang! card. Basically this is the card that shoots another player; this is where the translation from a foreign game gets weird. Having a player tell you that they are going to Bang! your mom over and over again gets old quick. To respond to a bang a missed! card can be played. There are other cards which have different effects, purple bordered cards are equipment, and brown bordered cards are single use.
Each player is given a number of “bullets” as per their character card. These are health and your hand limit. As you lose health you are limited in the number of cards you can keep. Once a player is out of bullets they are dead. This is where my main criticism comes in. The player elimination factor can make the game boring for those who are eliminated. In games with numerous players I have encountered times where a player is eliminated before they are even given a turn to play. The highly competitive nature of the game does make for some aggressive play. However once roles are figured out there is an element of team play.
One thing that really changes up the game is that without a gun card a player can only play Bang! cards against players one space away. That is the player to the left or right. In a game with many players, lets say 6; the player directly across the table will have 2 players between you (either left or right.) This player is then 3 players away. You will need better equipment to Bang them or eliminate players between you.
To sum up: I would recommend this game to any board game group because it is so much fun and the replayability is high. I particularly enjoy having to figure out the role of everyone at the table.
Thursday, 14 February 2013
A review of Cribbage, and good-bye to grandma
This week has been a very low point for my family. My grandmother passed away on Tuesday. So I decided that today I am going to talk about the game she would most often play with me. The game of Cribbage (or crib for short) This game has been a staple at the game table for my mothers side of the family so I have a great deal of nostalgia for it. This game was taught to each of the children in the family as it is a fun way to learn to count and add. The game is slightly complex to learn but the replayability is high.
To start off all you need is a deck of cards (do not use jokers) and crib board, which any game store should have (at least if they are worth shopping at) The game is typically played by two people, however there are rules variations for more players. Our family often played with four people working in pairs. People sitting opposite of each other would score the same set of pegs.
To start the game select your pegs and the lane you will use on the crib board. Then deal out enough cards so each player has a 4 card hand. Then continue dealing a further 4 cards total. For odd numbers of players any cards that would make player card totals uneven get placed aside face down into the crib. Players will latter throw cards into a 4 card "crib" which the dealer will later use for points.
Once everyone is back to a 4 card hand the next player clockwise from the dealer cuts the deck and the top card is turned over. This card will be used by all players for scoring. If this card is a jack it is counted as nibs and is worth 2 points to the dealer.
Now the first cycle of scoring for that hand will begin. play proceeds clockwise with each player laying a card in front of him/herself and announcing the cumulative total. For instance if the first card is a face card the count is 10. If the following player plays a 6 the total is 16. This total cannot go above 31. Once players can no longer play (the total is 31 or players card values and the total count will go above 31) the last player to play a card scores a point (or 2 points for a count of 31) Play then proceeds with the next player clockwise restarting the count. Repeat this play until no player holds cards. Points are scored in this round by making pairs (2 points) triplets (6 points) four of a kind (12 points) runs of three or more cards (1 point per card) or a count of 15 (2 points)
Once the play round has been completed the show scoring round begins. Players proceed around the table starting clockwise from the dealer. The player then scores their hand including the "cut" card. points are scored for pairs (2 points) triplets (6 points) four of a kind (12 points) runs of three or more cards (1 point per card) or a count of 15 (2 points) flush (5 points) a jack the same suit as the cut card (1 point). Runs can also be counted in multiples ex 2, 2, 3, 4 which would be worth 2 separate 3 card runs and a pair (or 8 points)
After the dealer scores his/her hand the dealer then turns over the crib and scores with it.
Continue playing in this manner passing the role of dealer to the next player clockwise. The game ends when one player reaches the total of 121 points.
Some terms to learn
19 hand- this is an impossible point count for a hand so this actually means a score of 0
29 hand - the highest scoring hand, consists of 3x 5's and a jack, the jack is a different suit than the 5's in the hand, the starter card turned over is then a 5 of the same suit as the jack.
Go- indicates the inability to play a card in the play round (cards in hand will push the count above 31). The next player clockwise then proceeds with play.
Stink Hole- the 120 point peg hole. Not quite winning, and it stinks to lose in this position.
Skunk- A player is said to be skunked when they lose by 31 points or more
double skunk- when a player loses by 61 points or more.
Muggins- An opponent takes points for those missed by another player. This is only allowed if all players agree on it prior to play commencing play.
To sum up Cribbage is an old game but it's a classic. The rules are a little complicated with the level of memorization of points and card combinations. This is a fantastic social game to play and it's something that can build memories and bonds between the generations. Kids if your grandparents ask you to play crib with them do it. This will be a memory you will cherish later in life an can be quite a tradition.
To start off all you need is a deck of cards (do not use jokers) and crib board, which any game store should have (at least if they are worth shopping at) The game is typically played by two people, however there are rules variations for more players. Our family often played with four people working in pairs. People sitting opposite of each other would score the same set of pegs.
To start the game select your pegs and the lane you will use on the crib board. Then deal out enough cards so each player has a 4 card hand. Then continue dealing a further 4 cards total. For odd numbers of players any cards that would make player card totals uneven get placed aside face down into the crib. Players will latter throw cards into a 4 card "crib" which the dealer will later use for points.
Once everyone is back to a 4 card hand the next player clockwise from the dealer cuts the deck and the top card is turned over. This card will be used by all players for scoring. If this card is a jack it is counted as nibs and is worth 2 points to the dealer.
Now the first cycle of scoring for that hand will begin. play proceeds clockwise with each player laying a card in front of him/herself and announcing the cumulative total. For instance if the first card is a face card the count is 10. If the following player plays a 6 the total is 16. This total cannot go above 31. Once players can no longer play (the total is 31 or players card values and the total count will go above 31) the last player to play a card scores a point (or 2 points for a count of 31) Play then proceeds with the next player clockwise restarting the count. Repeat this play until no player holds cards. Points are scored in this round by making pairs (2 points) triplets (6 points) four of a kind (12 points) runs of three or more cards (1 point per card) or a count of 15 (2 points)
Once the play round has been completed the show scoring round begins. Players proceed around the table starting clockwise from the dealer. The player then scores their hand including the "cut" card. points are scored for pairs (2 points) triplets (6 points) four of a kind (12 points) runs of three or more cards (1 point per card) or a count of 15 (2 points) flush (5 points) a jack the same suit as the cut card (1 point). Runs can also be counted in multiples ex 2, 2, 3, 4 which would be worth 2 separate 3 card runs and a pair (or 8 points)
After the dealer scores his/her hand the dealer then turns over the crib and scores with it.
Continue playing in this manner passing the role of dealer to the next player clockwise. The game ends when one player reaches the total of 121 points.
Some terms to learn
19 hand- this is an impossible point count for a hand so this actually means a score of 0
29 hand - the highest scoring hand, consists of 3x 5's and a jack, the jack is a different suit than the 5's in the hand, the starter card turned over is then a 5 of the same suit as the jack.
Go- indicates the inability to play a card in the play round (cards in hand will push the count above 31). The next player clockwise then proceeds with play.
Stink Hole- the 120 point peg hole. Not quite winning, and it stinks to lose in this position.
Skunk- A player is said to be skunked when they lose by 31 points or more
double skunk- when a player loses by 61 points or more.
Muggins- An opponent takes points for those missed by another player. This is only allowed if all players agree on it prior to play commencing play.
Travel board |
Friday, 8 February 2013
How to use the Robber to benifit you more in Settlers of Catan
A recent game of Settlers of Catan ended poorly. Everyone left the table angry after an arduously long game. I feel this all came down to improper use of the robber.
After initial placement the players all realized one player ruled the brick by being the only one on a 6 tile. No one else placed on that tile because of the neighbouring desert. The other brick spots were on the 2 and 12. Brick became a rarity in this particular game, so any time the 7 came up the brick guy became the target of the robber. Here we come to my first point.
Don’t block resources you need. Catan is a resource trading game. In this round people kept putting the robber on the 6 brick spot. The brick guy wasn’t able to collect brick so he wasn’t able to trade with anyone else. He wasn’t collecting it so stealing from him wouldn’t get anybody brick but players continued to be mad about not getting brick from him. Granted he was also on good numbers for wood which guaranteed him longest road. The problem for the brick guy was his access to the other resources was slim to none. He needed to trade or he would have had the longest road to nowhere. My point is: by blocking your best trading partner from collecting a resource you need you are blocking yourself from beneficial trading.
Block your trade competition. As i said already Catan is a resource trading game. The better position you have for trading the better off you will be. If there is another player with an equal or better access to a resource you intend to trade away that player will compete with you directly. For example in the brick guy game his access to resources like wheat and ore were non-existent. When it came to building cities or towns he needed to trade. Those with good access to these resources should have focused on blocking each other to be the brick guy's sole source for trade.
Don’t be too aggressive with the robber. Everyone in this particular game was automatically going after "the brick guy" with the robber. They kept blocking his 6 brick causing him to miss out on resource rolls. He became angry about it and just flat out refused to trade with anyone else because of it. He spent his brick as fast as he could whenever he actually did get it. He became extremely spiteful and childish, and held a grudge for the rest of the game. What can I say? That’s human nature. Players could have still robbed him if they placed the robber on another resource spot and could have collected what they needed. By letting another player get what he/she wants you might get what you want.
What cards do other players have? If you are watching which cards people are collecting and spending you will know where your odds are best for stealing cards. I noticed several players would end up trading 4:1 to the bank to get the brick they needed and end up with 2 to 3 cards in their hands at the end of their turn hoping to round out their cards before their next turn. The next player rolled a 7 and went after the brick guy to get brick. As usual the brick guy only had wood cards. By paying attention the robber player could have had a 33% to 50% chance of getting brick instead of a 0% chance.
Don’t automatically go after the current 1st place or best player. You are competing against all of the players not just the guy with the most points. I’ve had turns where I sweat watching a player roll a 7 for the robber because I’m sure they see what’s coming. But they go against the 1st place guy ignoring me. Then on my turn I play my cards and steal a spot we are both competing for essentially costing the robber player the game and placing me in the running to win. Keep a good watch on what all of your opponents are doing. Of course if in your situation it benefits you most to go after the player in the lead go right ahead.
More is not always better. Sometimes one or more players will have multiple settlements/cities on a single resource. It isn't always in your best interest to block this with the robber. At best there is a 13% chance of rolling that number with each roll of the dice. Will blocking this spot actually hinder your opponents? Would allowing multiple players to keep one spot devalue that resource in trading? Would that make your trade position better? Make sure to weigh all of the other points in your mind before placing on that spot. Of course if blocking that spot makes your position better over multiple opponents then rob away.
Trading over stealing. If you need a resource and there is a good chance of trading for it with a player think hard before attempting to steal it first. If you don't get the card with the robber you may have angered the player enough for them not to trade with you. Maybe robbing someone else will guarantee you a card the player is wanting to trade for.
Be flexible in your plans. I encounter players who obviously make rock solid decisions like “I’m building a city next!” and they focus on that no matter what. Meanwhile the cards in their hand and the cards they can steal would allow them to buy development cards or something else. They still focus on that one goal and steal from someone with a very slim chance of getting what they want. In Settlers of Catan points are points. You need to get to 10 points first not whenever. Get the points where you can. Allow yourself to change focus to what you can realistically achieve.
Prioritize. With most rolls for the robber you will see that multiple points listed here apply. For instance one player has the cards you want while another is building roads to the same spot you are and the last player is your trade competition. Figure out what will benefit you most at that point in the game. Eventually someone is going to move the robber, maybe the next roll. Ask yourself: What will help me most right now?
Remember it’s just a game. Again everyone left the "brick guy" game angry when they should have had fun. Moving the robber, blocking a resource tile and stealing a resource it’s all part of the game. With every roll of the dice there is a 17% chance of it being a 7. Sooner or later someone is going to use the robber on you just as surely as you are going to use the robber on someone else. The better you are doing in the game the more you will become the target of the robber. So if you find you are being "picked on" remember it's most likely because the other players are afraid of how well you are doing. So when you get targeted by the robber take it as a compliment and a challenge. Move on and enjoy the game.
Its lonely in the desert. I don't move the robber back to the desert and I don't place him on an unsettled tile. After all if you aren't going to use the robber as the game intended why play the game at all? It's part of the game, and you shouldn't feel bad about playing according to the rules. Remember my last point? It can be insulting when you are coddled by a player that doesn't want to hurt your feelings. If you truly feel that you need to avoid hurting feelings (to stay in good standing with trade partners) place the robber on a weaker number tile, like the 2 or 12, that way you are working within the rules of the game while being diplomatic towards other players.
I hope I made sense and this helps someone get a little more enjoyment out of a game I love.
Have fun!
Tuesday, 5 February 2013
A review of Settlers of Catan and expansions.
Settlers of Catan is a must have board game for any game collection. There are so many reasons to love this game.
First off is the changing map. Each time you play the board is set up randomly. This eliminates the advantage of board memorization thereby levelling the play for veteran and novice players alike. For novice players, the closer to the number 7 the numbers on the resource tiles are the more likely the number will be rolled. There I just levelled the board memorization factor for you.
This is a resource trading game. There are no combat rolls. You cannot destroy what your opponent has done. As you build your settlement on the island of Catan you will have a sense of accomplishment. Each of those accomplishments will have a chance of paying off later in the game.
There is a variety of ways to trade resources. Again this is a resource trading game and this game makes it easy to do so. You could trade 4:1 with the bank, or claim a trade port for better exchange rate or you can trade with your opponents. The better your negotiation skills get the better you will be at the game.
The random element of resource gain is a fantastic concept. As each player rolls the dice at the beginning of their turn, any player who has a city or settlement on the number result will get resources. This keeps up the interest level even when it isn’t your turn. The possibility of trade even on an opponents turn will also keep the game interesting.
The goal of Settlers of Catan is to reach 10 points. There are different routes to doing this: Building more settlements which are worth 1 point, building more cities which are worth 2 points, building the longest road which is worth 2 points, getting points from development cards, or developing the largest army. (the soldier cards chase away the robber)
The robber changes things up. This character moves each time a 7 is rolled. Whoever rolled the 7 places the robber on a hex which blocks resource collection, and allows the player to steal a resource card from another player. But there is one last thing about rolling a 7, any player with more than 8 cards must discard half before the robber is moved.
Now there are several expansions to the game which are worth talking about.
First off there is Seafarers of Catan. This expansion adds a new tile which allows a player to choose which resource to collect. This expansion also opens the game to new board designs. Boats, which are used like roads on waterways, can be used to reach new land masses. I highly recommend this expansion as it adds a significant amount of randomness to the game play but doesn’t add too much to the rules of play.
The second expansion I recommend is the Cities and Knights expansion. The reason I don’t recommend this first is because this expansion adds a significant number of rules changes. I still recommend once your group gains more experience this as this opens Settlers of Catan to new possible ways to win. The first change is that cities located on pasture, mountains or forests no longer produce 2 of the same resource. Instead you collect a resource and a commodity card. These commodity cards are spent on a single expansion tree. As you expand this tree you have better odds of collecting progress cards (Which replace the development cards). These cards are distributed when the new die added into the set matches the commodity colour and the player has purchased a level equal to the number on the corresponding numbered dice. These cards have different effects which give the player different advantages. There is a downside however; the new die has several black faces, which move the barbarians along their track. When the barbarians reach the end of their track they attack. Depending on the number of knights on the board players will either lose a city, gain a commodity card or get a defenders of Catan card. Another change is the robber does not enter play until after the barbarians attack. The next addition is the merchant. The merchant is moved via merchant progress cards and he grants 2:1 trade for whichever resource he is on. The merchant also grants a victory point to the controlling player. Confused? So was I, wait until you understand the core game before adding this expansion
The next expansions I recommend are the 5 to 6 player expansions. These expansions merely allow for more players in the game, but I always feel that the more the merrier on game night.
The last expansion we own is the traders and barbarians expansion. Mostly this is a pick and chose compilation of mini-expansions and scenarios. This has yet to be played at our table as most players aren’t interested in all of the different new rules. Most players decline due to a feeling of over-complication of a great game. I would refrain from buying this expansion until your players are really kicking for more expansions.
To sum up, Settlers of Catan is THE game to get for your game table. It will be fun for everyone, from novice to hardcore gamer, from family night to hard core competition groups. This isn't the old generic board game. Settlers of Catan has an original concept and the randomness of the game makes for a high replayability factor.
To sum up, Settlers of Catan is THE game to get for your game table. It will be fun for everyone, from novice to hardcore gamer, from family night to hard core competition groups. This isn't the old generic board game. Settlers of Catan has an original concept and the randomness of the game makes for a high replayability factor.
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