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  • 💍 From Skeptic to Fellowship: A Trick-Taking Journey

    The Lord of the Rings: The Fellowship of the Ring – Trick-Taking Game is a 1 to four player game that takes about 10 to 20 minutes per round. It is published by Office Dog and designed by Bryan Bornmueller. The beautiful art was made by Elaine Ryan and Samuel Shimota and if you told me that I’d be writing about a Lord of the Rings game, I would have laughed. I used to be the person who said "eh, hard no" to anything LotR. But after falling for Duel for Middle-earth  (read that saga here ), I am officially "one of those people." I’ve seen the movies, read the books, and even went to a Filmharmonic Orchestra performance 🛑 The "Hard Pass" I’ll be honest: I saw this game at Millennium and gave it a hard pass. But then, a friend of ours had us over for a double date night and, voila! After playing a few chapters, I realized I had made a huge mistake. I didn't just like it; I had to own it. Next day, I went back to my favorite store and purchased me a copy 🗺️ The Vibe: A Story in Every Trick This isn't just a one-off card game; it’s an 18-chapter campaign . You play through chapters that more or less follow the plot of the first book. What’s amazing is the attention to detail. The game is very thematic and characters are replaced as the story evolves 📦 What’s in the Box? Stunning Art:  The cards have a beautiful stained glass look High-Quality Components:  Textured cards and even velvet tabs in the box to help you lift the cards out (it’s the little things!) Tokens : There are four tokens that are used to depict mandatory characters as well as completed tasks. There's also a ring token that is monochromatic black until a ring card is played Secret Envelopes:  There are sections labeled Part 1 and Part 2 that you only open once you've progressed. No spoilers here, but the surprise is worth it! 🔄 How It Plays If you’ve played The Crew, you’ll feel at home, but with a Middle-earth twist. It’s a cooperative trick-taking game where the "puzzle" changes every chapter The Deal : Each chapter starts with dealing out the entire deck to the players. Since it's a campaign, the number of cards in your hand can vary, but the tension is always the same: you have exactly enough cards to either succeed gloriously or fail miserably Character Role s: This is the soul of the game. Each player takes on a member of the Fellowship with a specific goal The Suits : Forest, Mountain, Hill, and Shadow (1-8) plus a special Ring suit (1-5) The One Ring : The 1 card of the Ring suit is the strongest in the game, but the player can choose not to win the trick with it if the team needs them to lose! Communication : Unlike The Crew, communication is very limited. You can’t show your hand or discuss preferences, which makes the one more try factor very high. Additionally, only a few characters allow you to switch cards with others before the start of each game 👥 Scaling: Two-Player vs. Group Play I’ve played this two ways: Double Date Night:  We've completed this at four during double date nights including the 16.5 chapter micro expansion, and are currently 4 chapters in with another couple. The husband loves LotR but usually hates trick-taking games, yet he’s hooked! Two-Player Mode:  I finished the campaign with my wife. In this mode, you use a card pyramid (similar to 7 Wonders Duel or LotR Middle Earth Duel) to act as a third player. It works surprisingly well! 🛠️ The Challenge Let’s talk about Chapter 12. It took us 19 tries. Yes, 19! We almost lost our minds until we realized we were slightly misinterpreting the rules for face up cards. Once we cleared that up, it was doable, but man, the tension was real. Even when we were frustrated, we immediately wanted to reset and try one more time 👍 Pros 👜 Small box. Huge game 🧑‍🧑‍🧒‍🧒 Plays well at every count 🤝 Forces teamwork without quarterbacking 📈 The campaign has the perfect learning curve 🎨 Beautiful art : I really enjoy the stain glass look of the cards 🎡 Super thematic:  each character's goal feels like something they’d actually do 🙋🏻‍♀️ The one more turn factor:  It’s addictive. You’ll say you’re stopping at 10:00 PM and find yourself shuffling at midnight 👎 Cons Communication barriers:  there's no way to signal your hand Mini expansion (chapter 16.5)  is not easily available as it was a promo If you didn't grow up with trick taking games, it takes a few rounds to make sense Replayability:  Some say once the story is done, it's over. I disagree! Knowing what's coming doesn't make the puzzle of the cards any easier 🏆 Final Thoughts Whether you’re a LotR super-fan or a trick-taking veteran, this is a solid addition to the shelf. It’s compact, beautiful, and the campaign structure keeps things fresh. If you can survive Chapter 12, you can survive anything! For something similar, but theme independent try The Crew. Once you get hooked with this one, you'll want to check out the Two Towers sequel!

  • Board Game Etiquette: Don’t Be the Reason We Can’t Have Nice Things

    I love board gaming. For me, it’s the ultimate way to disconnect from the world and plug into a great experience with friends. But let’s be real: nothing ruins that vibe faster than someone who treats the table like a waiting room. After thinking about what drives me bananas during game night , I wanted to put together a no-nonsense guide to being a respectful player. If you want to keep getting invited back, here’s the deal: 1. No Phubbing - if you're here, BE HERE! If your Instagram feed or doom-scrolling is more interesting than the game, honestly? Stay home. We’re here to engage with each other, not the back of your phone. When you’re buried in a screen, you’re the person constantly asking, "Wait, whose turn is it?" Don’t be that person. It’s a group experience; don’t ghost people while you are in the same room. I’m not saying you can’t use BGStats to log the play or that you have to toss your phone in a bin, just be part of the mix, not a ghost on a fix 2. Respect the Clock Shit happens. I get it. But if you’re late every single week, you aren’t just running behind, you’re delaying everyone else's night. Especially if we’re tackling a long, heavy game that no one has played yet. Every minute counts! Respect the group’s time 3. The Splash Zone I think the golden rule has two purposes, treat people as you'd like to be treated (AKA show up on time) and treat components as if they were your own The Card Rule:  don’t bend them. Period. And for the love of all things holy, ask before you bridge-shuffle someone else's deck. I learned this the hard way. I used to make fun of people that sleeve games, and now, I am the proud owner of a few sleeved games (I have seen the light) The 20oz Lesson:  keep drinks away from the table. I’m not lecturing you. I’m speaking from trauma. I recently sprayed a brand-new board game with a glass of water. It was ruined instantly, and now we own a second copy of Captain Flip for the convenient price of double the original cost. Now? I don’t even drink at the table. I stand up to take a sip. It’s not worth the risk 4. Don't Read the Rules Out Loud Everyone learns differently. In my house, my wife is usually the profesor. She'll dive into the rulebook before game night. From time to time, there's a new game we want to play RIGHT NOW, and while the rest of us prep food and drinks, she reads it and then she teaches us. That works. Or maybe we pull up a Watch It Played video on BGG and learn together. Whatever you do: do not just sit there and read the rulebook out loud to the group . It’s painful. Know your crowd and find a way to learn that doesn't kill the energy 5. Be a Good Table-Mate No Quarterbacking:  let people think! I don't care if you see the best move in board gaming history; let them play their own game. This goes for scoring as well. If someone needs your help, they'll tell you Talk, But Pay Attention:  I talk a lot, but I also know when it’s my turn. It’s fine to ask whose turn it is occasionally, but if you’re asking every single round, you aren't paying attention Keep it Classy:  chirping is fine if the group is into it, but there’s no need to gloat when you win or sulk like a sore loser when you don't 6. The Cleanup When the game ends, don't just stand up and walk away. Unless the host has a very specific system for their box organization, grab a baggie and help pack it up The Bottom Line  Board gaming can be a solo adventure, but when you’re playing with friends, it’s about respect. Let's keep the water off the board, the phones in our pockets, and the focus on the game. Huge shout out to my wife, who teaches most games to me, and to my other friends who do the same. Teaching games is a gift, don't make it harder than it needs to be

  • When Two Indie Games Collide

    Yesterday we tried something new. Two very different indie games. One table. Maximum chaos. I honestly thought it was going to flop; it did not 🥳 🎯 The Main Event: Space Gits What It Is Space Gits is a wild, almost RPG style war game where each player controls three minis. It feels part skirmish, part party game, part what just happened. It is miniature agnostic, so you bring your own everything. Minis. Dice. Tokens. Creativity. Vibes. It is also a beautiful book. The kind that makes you want to read the rules and then immediately go get ice cream. The game literally encourages it. I do not have a mini, though I carry two meeples around, but I will still be getting ice cream What’s in the Box Technically? Just the book. Everything else is up to you. We used: Random minis A pile of dice from Dicetack including d12s instead of bottle caps A 30 minute timer to represent the police showing up 🧭 Setup We played on a 3 by 3 foot grid. Remember that. It becomes important later. Each player starts with three minis. The goal is simple in theory: collect the most bottle caps before the police shut down the party. Simple in theory, absolute nonsense in practice. 🎲 How It Plays Movement is where things get weird in the best way. You physically roll dice across the table. Wherever they land, that is the direction your mini moves. At the end of your turn, you stack a die next to that mini. You manage: Directional chaos Dice towers Opportunistic attacks A ticking 30 minute timer If your dice tower falls while you are moving? Your turn is over, ha ha! (It happened to me A LOT). You can attack opponents. You can scramble for caps. You can try to build responsibly, or you can watch your tower wobble like it just had three espressos 🔥 The Twist: Dicetack Draft Now here is where we turned it up. We added Dicetack to control the dice pool. Dicestack is a tower building game using everything from tiny dice to d12s to giant foam cubes. Instead of just grabbing dice, we drafted three cards to determine which dice we would use each turn. This turned the game into a high stakes dexterity circus. Some rounds you had tiny manageable dice. Other rounds you were balancing small on top of medium and maybe a foam die on top of that. Watching towers grow taller and more unstable while minis stumbled across the board was something. It felt like the table itself was holding its breath 😬 The Oops Moment We ignored the suggested 2 by 2 foot grid, we played on a 3 by 3. In most games, that extra foot would not matter. In a game where your characters move based on where dice randomly land? It absolutely matters. Everything felt too spread out. Harder to engage. Harder to pressure. Harder to attack. There was more wandering and less mayhem. Next time we are shrinking it down to a true 2 by 2. Chaos deserves intimacy, and I wanna attack my friends mercilessly 👏🏼 Pros 🎲 Wild emergent gameplay 🗼 Dice towers create instant tension 😂 Constant table laughter 🎨 Fully customizable components 🍦 Encourages ice cream breaks 🔥 Drafting dice adds serious drama 🗺️ Once learned, language independent 🧑‍🧑‍🧒 Family friendly 🤔 Considerations 📏 Play on the correct size grid 🎲 You need your own components ⏱ Works best when everyone embraces the chaos 🧠 Not for players who dislike randomness or minis 🧡 Bottom Line I went in expecting a mess, and it was a mess, but in the best kind of way. Space Gits on its own is already delightfully unhinged. Adding a Dicestack draft turned it into a dexterity showdown where every move felt risky and ridiculous. We will absolutely play it again with the correct table dimensions of course but first, ice cream!

  • LEGO: Flowering Cactus Review

    I stopped counting after I killed my seventh succulent. My thumb isn't just "not green" it’s a danger to plant life. Then, I rediscovered LEGO. I’ve really been enjoying building these as an adult; it’s like 3D puzzling that results in a permanent piece of decor. I’m bringing those desert vibes to my desk with 482 pieces of pure serotonin. Best part? No watering required and the cactus will always bloom The Basics Set:  11509 LEGO Botanical Collection Name : Flowering Cactus Release : 2026 Pieces:  482 Ages : 9+ Dimensions:   6 in. (15 cm) high, 4 in. (11 cm) wide, 3.5 in. (9 cm) deep Desert Vibes If you’re like me, you’re starting to decorate your entire house with LEGO sets, whoops 🙈. But can you blame me? The Botanical Collection is the perfect adult way to justify more bricks. The Flowering Cactus is a standout because of the variety; you aren’t just building one green stalk, but assembling different textures and shapes that mimic the natural irregularities of a real plant. The build process is incredibly meditative. Because it’s a smaller piece count, it’s the perfect after-work project to decompress. The journey is broken down into four distinct stages: Bag 1: You build the pot. The colors are incredibly accurate to the instructions, which makes the start feel very smooth Bag 2 & 3: These bags build the cacti bases. You tackle the tall cactus and its "thorns" first, followed by the shorter companion. I really like the size contrast between the two cacti Bag 4: This is the eye-striking part. You add the vibrant pink blossoms. I love the attention to detail here. The tall cactus is in full bloom, while the smaller one is just starting to open up The pops of pink and yellow against the green and the thorns really make the whole thing jump off my desk. It’s colorful, sharp (visually, not literally), and stays exactly where you put it The Experience What I love most about these botanical sets is how they trick the eye. From across the room, it looks like a high-end boutique plant. It isn't until you get close that you see the clever part usage, like using unexpected elements to create the spikes and petals. The only foreseeable problem is that I’m running out of shelf space. My house is slowly turning into a plastic greenhouse, and I’m not even mad about it Final Impression The LEGO Flowering Cactus is a win for anyone who wants a green desk without the responsibility of keeping something alive. It’s a quick, satisfying 3D puzzle that looks sophisticated once finished. If you’re looking to add a bit of life to your workspace, or if you have a track record of plant homicide like I do, this is the set for you. It’s quietly sitting on my desk now, looking vibrant, and most importantly, not wilting

  • Silver & Gold: Pyramids – New Challenge Same Great Markers

    Introduction There hasn't been a game by Phil Walker-Harding I haven't liked (yet). I learned his name when we purchased Silver & Gold . The game is great and the markers are everything. When we learned that there was a sequel even though a standalone, we had to get it. Silver & Gold: Pyramids . It takes the core flip-and-write mechanics we loved from the original and moves the action from tropical islands to ancient tombs. It remains fast-paced and language-independent, but adds a clever dungeon crawl twist that makes it the perfect next step for fans of the first game Components The small box is packed with high-quality components that feel consistent with the original game: Rulebook:  concise, well-illustrated, and easy to digest 4 Dry Erase Markers:  thankfully, they’ve stuck with the high-quality markers we love. While the brand might vary by region, our copy came with Faber Castell ones, and I'm over the moon with them 48 Pyramid Cards:  instead of simple shapes, these feature 5x5 grids representing ancient tombs. They are divided into three colors (Green, Orange, Purple) and vary in complexity 8 Expedition Cards:  the familiar Tetris-style pieces return to guide your path 4 Score Cards:  these are essential for tracking your gems, torches, and the dreaded skulls Gameplay The objective is to score the most points over four rounds by navigating through pyramids to reach the Golden Tomb. The biggest twist here is the continuous path mechanic: every shape you draw must connect back to the entrance at the top. You aren't just filling boxes; you are carving a route The red cross returns. It let's you cross another square in either of your pyramid cards. You always have the choice to mark a space by the entrance or adjacent to an existing cross off space. As you flip Expedition Cards, you’ll encounter several new symbols: Gems:  individually they are worth 1 point, but if you collect pairs (red + green) you additionally score 5 points per pair Torches:  provide steady scoring, but you can only claim one per round Potions:  are lifesavers. They allow you to wipe away the penalties from skulls Skulls:  represent the dangers of the tomb. Cross too many without a potion, and you’ll see your final score crumble When you reach the golden tomb at the bottom, the card is finished. Completing cards is now a race. The first players to finish sets of 2, 4, or 6 cards of a specific color claim the highest bonus points, while others are left with the scraps Scoring and Winning After four rounds with seven turns each, players tally their completed pyramids (10 points each), torch bonuses, color race points, and gem sets. Finally, you subtract points based on your highest marked skull penalty. Ties are broken by the player that played the lowest number on their pyramid card What I Like If you enjoyed the original, Pyramids is a fantastic step up. It keeps the just one more turn addictive quality but adds a sense of direction. I love that you can't just fill in random corners; you have to plan your descent. The addition of the 1-box rule (choosing to fill any single box instead of the flipped shape) offers a great tactical out when the luck of the draw doesn't go your way. It’s still portable, still fast, and still looks great on the table after dozens of plays Pros 👩🏻‍🏫 Quick and easy to learn and teach 🗺️ Language-independent 🏎️ Fast-paced short game ▶️ Lots of replayability 🗺️ Language independent 📈 Combines luck and structure 🍀 Luck and strategy balanced 👜 Portable game, great for pubs and travels 😍 High-quality components, especially the Faber Castell dry erase markers Considerations Negative Scoring:  Some players might find the skull penalties frustrating if they aren't able to use potions No Erasers:  Much like the first, you'll want to keep a paper towel handy to clean your cards between games Seems to only be available in the Amazon in the States Bottom Line Silver & Gold: Pyramids is a worthy successor that honors the original while introducing enough new mechanics to feel fresh. It’s perfect for those who want a bit more game in their flip-and-write without losing the accessibility that made the first one a staple. It has certainly earned its spot in my travel bag, but I hardly teach it before the original

  • Confessions of a Board Game Thriftaholic

    I believe board games do not have to be new to be legendary. I feel sort of hypocritical saying this because I don’t thrift anything else in my life but when it comes to tabletop gaming? Buying second-hand is a definitive YES for me It’s no secret that Millennium Games is my favorite local spot. In fact, it’s rare that a week goes by where I’m not wandering the aisles. I love the new releases section in the middle of the store as much as the next gamer, but my absolute favorite corner of the store? The Used Game Section There is something exhilarating about browsing those shelves. This is where the magic happens. To date, I’ve bought 112 used games and 32 expansions, and I’ve sold 90 games and 15 expansions right back into the ecosystem. We are constantly cycling our collection because, while we love games, we hate seeing them sit idle I’ll be honest: I get feisty when I see a masterpiece sitting in the used bin. I’ve been known to murmur (or borderline shout), "Who would get rid of this?! What a shame! Shame on them!" But the reality? I’m that person, too. That’s the beauty of the catch and release gaming. Buying used allows me to try games I otherwise wouldn't. Some haven’t been for us at all, and they go right back to the store. Others are ancient gems, and in this hobby, anything over 20 years old is practically vintage. And I love giving vintage a second chance for someone to potentially get a third chance a few months later Data Driven and Deep Down the Rabbit Hole If you’re wondering how I know those exact numbers. Well, I’ve officially drunk the Kool-Aid. I track everything. Every play, every win, every acquisition, and every trade-in goes into my stats. For us, the collection isn't just a pile of boxes; it's a living, breathing thing. If a game hasn't hit the table in a year, the data tells me it’s time for it to go up for adoption The Rochester Advantage I feel incredibly spoiled living near what is allegedly the largest board game store in the country. (If I’m wrong, sue NEWS8 WROC. They shared that stat, and I’m just repeating a cool fact about my city) I try to visit a local game store every time I travel, and so far, nothing has topped Millennium The Thrill of the Find When I first moved to Rochester, the pandemic hit. I couldn't go home, I had no local friends, and all I had was a lot of boredom and my wife. We had dabbled in Carcassonne and Catan, but then we received Wingspan as a gift. That was the spark. We headed to Millennium, the staff was lovely, and we’ve been back every week since. Yes, there is a specific magic to cutting the seal on a brand-new box and being the first to punch out the cardboard. But you know what’s better? Finding that same excitement for 50–85% off My All-Time Second-Hand Gems If you need proof that the used section is a goldmine, look at these scores: Dominion: a deck-building staple that I snagged with Prosperity and Intrigue, all sleeved, for just $20 Jump Drive: fast, fun, and a total steal that came with the expansion still in shrink Vindication: found her sitting in the used section, components unplayed and pristine. I thought we'd hated, but I was wrong Raiders of the North Sea: Another unplayed find, complete with metal coins Trust Your Gut, Not the Geek My strategy for the used section is simple: Take. Your. Time. When something strikes my fancy, I pull it off the shelf, open it up, and start counting. I check the cards, inspect the components, and get a feel for the vibe of the game. Most importantly? I try not to look at BoardGameGeek. I know, I know, it sounds like heresy. But checking ratings can spoil the magic of a bargain find. Sure, this blind approach has bit me a few times, but I’ve learned that a 6.2 rating on BGG doesn't mean a game won't be a good time. Sometimes, you just have to trust the box and sometimes, a game will be great the first time, good the second, and needs to be rehomed after the third. And that's ok! The used section is a cycle, and I love being a part of it The Bottom Line Whether it's a vintage classic from 1999 or a 2025 release that someone played once and hated, the used section is the heartbeat of the hobby. It's how I've discovered my favorite game (Jump Drive) and how I keep our collection from becoming an undusted museum

  • The Meeple Chronicles

    From Carcassonne to Paris Three years ago, we were gifted two meeples that had finally had enough of the tabletop. Coincidentally, one was yellow and the other purple. They were leftovers from an incomplete Carcassonne game that was headed for the bin. We decided to give them a better ending, a reincarnation of sorts 🥰 Yellow is my go-to color in board gaming, and purple is my wife’s favorite. A match made in heaven. Since we take board games wherever we go anyway, we figured: why not take these two along to explore the world? Instead of claiming points on a cardboard map, they’ve spent the last years claiming actual territory. They’ve braved the freezing spray of Niagara Falls, stood guard with the King’s Life Guard, felt the sand in the tropical heat of the Bahamas, and even climbed Machu Picchu. To date, they’ve conquered a lot. We’re officially kicking off their chronicles with a return to their ancestral home: France The Parisian Hitlist If you visit Paris, make sure to visit: The Iron Lady - you haven't truly lived until you've balanced a 1-inch wooden figure on a stone ledge with the Eiffel Tower looming in the background. While we were busy taking in the views, Yellow and Purple seemed remarkably unimpressed by the height. I suppose when you've already survived a trip to the Andes, a 300-meter tower is just another day at the office The Louvre - walking in is daunting, there's so much to see and turns out if you make the Mona Lisa your last stop, you can see her without the crowd Musée d’Orsay - can you believe this was a train station? Notre-Dame - though undergoing restoration, this was a powerful sight Hôtel Les Invalides - The duo stood at attention to learn about France’s military history. They even paid their respects with a very tiny salute near Napoleon’s tomb under that spectacular golden dome Versailles - A day trip to the Palace was a must. While we were completely taken away by the Hall of Mirrors, the meeples really shone in the gardens. I think we all wanted to activate farmer state Arc de Triomphe - located in the biggest roundabout I have ever seen, it is simply iconic Food wise, there's a lot but the two that stood out to us were The Great Canadian (the Olympics were on and we love hockey, so 🙈 we spent a lot of time there) The food is quite good. Oh! and Angelina had the best macarons and delicious desserts 😋 To Be Continued... Paris was a victory lap, but the archives are deep. Now that The Meeple Chronicles are officially open, I’ll be reaching back in time. They may have started as leftovers, but the world is their game board now

  • My First 2-player board game without a board

    When we think back on board games, people usually jump to the big names: Monopoly, Checkers, Chess. The classics with boxes and boards and pieces you can lose under the couch I’d beg to differ. I think the first board game most of us ever played didn’t even have a board. It was tic tac toe! It's a weird one. It’s considered a board game, but also not. It doesn’t have a board. Sometimes it’s a napkin. Sometimes it’s a chalkboard. Sometimes it’s lines scratched into sand or snow. And yet, it’s beautiful! No matter where you’re from, you’ve played this game. At some point. With someone. I learned it as el gato. Yup, the cat. Why? Because it’s the same word Chileans used for what we now call a hashtag, before that even became a thing. Hearing people call the # a hashtag? YUCK🤢 But that's a story for another day You probably learned this game as tic tac toe. Same game. Same grid. Same little Xs and Os fighting for dominance. I remember playing it with classmates. I remember playing it with my dad. And now, decades later, I play it with my niece. That’s wild! It’s also the kind of game you don’t really teach. It just clicks. It spreads by osmosis. Adults see the patterns instantly, but that magic moment when a kid realizes they can block you? That’s where potential board game hobbyists are born! With Valentine’s around the corner, I’ve been looking at my shelves differently. All the 2-player games we own, the ones we play constantly, and the ones gathering dust. It's time to play, review, and cull. So, what was the actual first 2-player game you ever played? For me, I think I have to say Tic Tac Toe!

  • Dive Deeper: Why The Crew: Mission Deep Sea is a Keeper

    If you’ve spent any time with The Crew: The Quest for Planet Nine ( read my review ), you already know the magic of "silent" trick-taking. It’s that unique brand of cooperative tension where a single card played can feel like a triumph or a total catastrophe. It’s the same player cooperative experience (play it at 3+), but it swaps the vacuum of space for the crushing depths of the ocean. More importantly, it swaps a rigid mission structure for something much more clever The Evolution: From "What" to "How" In the original Planet Nine , the missions were fixed and specific. The missions would be like: "Win the Pink 3." After a while, it felt a little repetitive. Mission Deep Sea introduces a difficulty level based on player count. You can either draw task cards up to a specific difficulty number or follow the logbook of 32 missions. The 96 task cards can task you with things like: Winning more yellow cards than blue cards Winning exactly X tricks Not winning any cards with a value of Y Winning a trick using a Submarine (the trump suit) Why I Prefer the Deep Sea While I’ll always respect Planet Nine , Mission Deep Sea  is the version that’s staying in my collection. Here is why: Infinite Variety:  tasks are drawn randomly to meet a difficulty total, you will never play the same mission twice. The puzzle is fresh every single time the cards are dealt More "Puzzle," Less "Math":  the original felt very much like "I have the 9, guess who has the 8? Let’s see if we telepathically line them up." The sequel feels like a logic puzzle. You have to manipulate the flow of the game to meet strange conditions, which feels incredibly rewarding when (and if!) it clicks Better Scaling:  the difficulty feels more balanced. If a mission feels too easy, the next one might pull a combination of tasks that forces you to rethink everything you know The "Ah-Ha!" Moments:  there is nothing quite like the feeling of someone completing a "win exactly zero tricks" task by the skin of their teeth. The stories you get out of these missions are not only memorable, they make you feel like you’ve won a championship Comparison at a Glance Feature The Quest for Planet Nine Mission Deep Sea Tasks 36 (specific cards) 96 (varied conditions) Components 17 tokens (order 1-5, first, last, etc.) 7 tokens Mission Setup static (fixed in logbook) dynamic (point-based) Complexity straightforward thinky and tactical Replayability very high absolutely infinite Bottom Line If you already own and love The Crew , you might wonder if you need the sequel. For me, it’s a resounding YES! While the original is a fantastic teaching tool, Mission Deep Sea  is the refined version. It takes a brilliant concept and adds layers of creativity and variety that make it impossible to put away. The original got me into the genre, but the sequel is the one that perfected it If you loved the cooperative chaos of The Crew... Same Vibes:   The Mind  and Bandido Want More?   The Game  and Beacon Patrol For the Fantasy Fans:   The Lord of the Rings: Fellowship of the Ring Trick-Taking Game  (Warning: I am recently obsessed with LotR, and we just picked up the sequel to that—I’m beyond hooked!)

  • Review for The Crew: The Quest for Planet Nine

    🚀 The Crew: the Quest for Planet Nine 👩🏻‍🎨 Designer: Thomas Sing | 📦 Publisher: Kosmos ♟️ 3-5 players (the box says 2 players, but I’d skip it at that count) ⏳ ~15 minutes per round (with the tendency to hook you for hours)  ⚙️ Cooperative trick taking. Zero table talk. Maximum feelings Another Game that Changed My Mind For the longest time, if you said, “trick taking”, I suddenly remembered I had somewhere else to be. I did not grow up on Spades, and the competitive, mathy vibe always felt more stressful than fun. Then I played The Crew The Quest for Planet Nine and everything changed All it took was swapping competition for cooperation. With 40 pretty space themed cards and a totally different objective, you aren't trying to outplay your friends. You’re astronauts hunting for a mysterious planet, communicating entirely in silence. The game is deceiving. It looks calm and friendly, but five minutes in, the table is dead silent and everyone is desperately trying to read each other's minds. It’s stressful in the best way. When you lose. Warning, this will happen A LOT!  It’s usually your fault, but the rounds are so fast that there is always time for a redo I used to avoid games like this, but I knew this one was a keeper the night we promised to play one mission, so we could get home early. Suddenly it was past midnight. Whoops What is in the box No fluff, no fillers, just vibes: 🃏 The deck 36 numbered cards 1-9 in four suits 4 trump cards called rockets  📋 Mission cards that tell you exactly how you are going to fail this round 📖 A mission log with 50 missions that slowly steal your confidence ♟️ tokens for the Captain (first player), tasks, communication and distress signal How it Plays If you’ve played Hearts, Spades, or The Fellowship of the RIng, you are halfway there! Players follow the suit led, and the highest card wins the trick (Rockets are the trump suit and beat everything) Determine the Captain : whoever gets the 4 rocket starts the game Set the Mission : flip over task cards. These show specific cards, and in clockwise order players will pick which missions will be won by specific players Play the Trick : players must follow the suit led [Barely] Communicate : Once per mission, you can place a token on a card in your hand to tell the team it’s your highest, lowest, or only card of that suit To win, every mission card must be fulfilled 🏆 Every trick feels like a puzzle. Every mistake feels personal The Campaign The game comes with a logbook of 50 missions that tell a story. It starts off easy, but it quickly ramps up the difficulty. You’ll find yourself dealing with radio silence or having to win tricks in a very specific order. It’s the kind of game you can’t just play once; you’ll fail a mission, look at your friends, and immediately say, "One more try." Pros 👩🏻‍🏫 Easy to teach 🧑‍🧑‍🧒‍🧒 Family friendly 💰 Budget friendly 👜 Small box. Huge game 🗺️ Language independent 🤝 Forces teamwork without quarterbacking 🤩 Brilliant cooperative twist on a classic genre 📈 The campaign has the perfect learning curve 🧠 Genuinely clever missions that scale beautifully Considerations 😬 Analysis paralysis can sneak in 🪐 Theme is light. The puzzle is the star 🧊 If your group hates silence this will feel intense 🚫 You need at least three players, I like this game at 4 the best 🃏 If you didn't grow up with these games (like me), it takes a few rounds to make sense Bottom line The Crew makes you feel like a genius when you win and leaves you starving for a rematch when you lose. It is quiet, tense, and wildly satisfying when a plan comes together without a single word spoken. If you like cooperative puzzles, or if you just like staring at your friends and wishing you could read their minds, this is for you. Mission accepted 🚀 If you loved the cooperative chaos of The Crew... Same Vibes: The Mind and Bandido Want More? The Game and Beacon Patrol For the Fantasy Fans: The Lord of the Rings: Fellowship of the Ring Trick-Taking Game (warning, I am recently obsessed with LotR, and we just picked up the sequel to that, and I’m beyond hooked)

  • Jump Drive: Quick Start Guide

    Jump Drive is one of my favorite games. I play it as often as I can, I teach it to anyone that shows remote interest to board games beyond five-minute palette cleansers, and I gift it regularly. The rulebook is great if you're familiar with the hobby or Race for the Galaxy universe. For those that aren't, this is how I introduce this gem to my friends What is Jump Drive? 15 minute game that plays simultaneously. It takes about 7 turns, and it is a race to build the most powerful and efficient space empire. It is the kind of game, you won't just play once The Goal Race to 50 points. When someone hits 50, finish the round. The player with the highest score wins! The Cards Cards in your hand are your currency. To play a card, you must discard other cards from your hand equal to its cost. There are three type of cards: 🔸 Developments:  Marked with a tan/yellowish diamond. These always cost cards to play ⚫️ Worlds:  Marked with a black circle outline. These also cost cards to play ⭕ Military Worlds:  Marked with a red circle outline. These do not  cost cards. Instead, you must already have enough Military Power in your tableau to meet or exceed the number in the red circle 💡At the bottom of every card, you'll see Income  (how many cards you draw) and Victory Points  (chips you take) after each round Anatomy of a Card There are loads of icons in this game, and you'll learn them with time. What sets Jump Drive apart is that every card will tell you what it does, so you can learn the game as you play it Some cards will have explanations on what’s special about them. These could be discounts or conditions. Every card will tell you its victory points and income even if its zero Setting Up the Game Set out Survey Team cards equal to the number of players Shuffle the deck Deal each player seven cards and place the deck in the center Each player chooses five cards to keep, and discard two Set victory points chips and explore markers next to the deck Playing a Round During a turn you have five choices, and everyone plays at the same time. Although, I'd recommend playing in turn order the first few rounds: Play a Development : Pay its cost. If this is the only card you are playing, the cost is subtracted by one Play a World :  Pay its cost. If this is the only card you are playing, draw one card  Settle a Military World : These cards are never paid. If your Military Power (the red +1 icons already played) meet or exceed the number in the red circle, play it for free Play a Development and a World : Pay the full cost for both The exception is that if you are playing a Military World, you do not pay its cost but instead check if you meet or exceed the number of +1 red circles in your tableau NOTE: You do not get the "solo" bonuses when playing both cards Explore:  If you can’t or don't want to play any cards, you grab an explore token to find better options. Draw 5 cards  plus the number of Explore icons  (the eye symbols that are not as creepy as this emoji 👁️) in your tableau Review the drawn cards and the ones already in your hand, then discard the total eye symbols in your tableau plus 3 cards The result? You dig through the deck to find the perfect additions and always end up with 2 more cards than you started with Scoring a Round Once everyone has revealed their cards, you score and draw cards for everything in your tableau: Collect Victory Points : Take chips equal to the total VPs showing on all your played cards Draw Income : Draw cards equal to the total Income showing on all your played cards Clean Up : Discard down to 10 cards Check to see if anyone has reached 50 or more points and can be determined the winner 🏆 Ready to Play? Jump Drive looks like a lot of icons at first, but by round three, it all clicks. The best way to learn is to just start playing. Once you have played one or two games, the game can be played simultaneously and it takes about 7 rounds and 15 minutes regardless of the player count. The beauty of this game is that your strategy will change every game depending on the cards you are dealt

  • Jump Drive Review - I am obsessed with this quick card game

    I’m not really a space fan. I’ve enjoyed space themed games, but it’s never what I gravitate toward. Maybe it’s because I struggled learning the planets growing up. I gave Race for the Galaxy a shot but never really clicked with it. Then I tried Jump Drive, and everything changed. I AM HOOKED! It’s fast, fun, and surprisingly addictive. My wife was hesitant at first, but now she’s just as into it. It’s become our “We have 15 minutes, quick!” go-to game In fact, I could use some help with strategy. She beats me most of the time! We've been playing this game nonstop for two years, and I can confidently say that it is the game we gift all our friends. You don't have it? Well, the next holiday, you are getting a copy. It's that good. Do you sleeve your games? We usually 3d print inserts for games we enjoy, and we did. But for the first time in a long time, my wife also sleeved the game. She likes it that much! Shortly after acquiring this game, we got the expansion, but more to come on that This one is one of those games that count as a big game in a moderately sized box. We actually like this game so much, we have an extra copy that we keep in an GameGenic box we found on sale at our local store. It fits all the cards (even sleeved). We used to use paper and pen on the go to score, but upgraded those to 3D printed counter tokens Objective In Jump Drive, players race to build an intergalactic empire by exploring new worlds and developing technologies. The goal is to be the first to hit 50 victory points by strategically playing cards that expand your civilization’s economy and military power Setup Shuffle the deck of development and world cards Deal each player seven cards and place the deck in the center Each player chooses five cards to keep, and discard two Gameplay On each turn, players simultaneously choose one card from their hand to either play as a development or world, paying its cost. The twist? Your cards are your currency. If a card costs 3, you must discard 3 cards from your hand to put into play. This creates a constant tension because you might have the perfect card for the next turn, but you need to discard it to afford what you are trying to build this round. Once cards are revealed, they provide income and victory points for future rounds. Then, each player draws back up to their hand size The beauty of Jump Drive is in its simplicity. Turns are lightning fast, and the decision making process is clear. The strategy comes from balancing your economic engine (income generation) with grabbing victory points as quickly as possible How to Win The game ends when any player reaches 50 or more victory points at the end of a round. The player with the highest total wins. It’s a race to see who can build the most efficient empire. The game is all about leveraging powerful combos between development and world cards sprinkled with a bit of luck Key Features Fast paced gameplay : the whole game is typically done in 20 minutes or less, making it a perfect filler yet crunchy game Card drafting and engine building : the simple card mechanics allow for quick, impactful decisions that keep players engaged Strategic depth : despite its speed, there’s plenty of room for clever card synergies and strategic plays Simultaneous play : once you get a hold of the game, everyone plays at once Pros Quick setup Super fast play Compact and portable Engaging for all player levels Plays well at any player count mostly language independent Simultaneous play = no downtime Strategic without being overwhelming Easy impulse buy and worth every penny ! And my favorite, satisfying combos . The engine-building aspect is rewarding, making each play through feel unique. Though this can be frustrating if you are banking on a specific strategy that is just not materializing Cons Limited player interaction : It's mostly a solo puzzle where you’re focused on your own tableau, so if you like interaction. I'd consider talking out each turn. That's what we do with new players Not much theme : While it has a space setting, the theme doesn’t come through strongly, The game is mostly about the mechanics. This to me is a pro though because I know nothing about space! The game is a bit ugly : There, I said it. And, yes, this is my favorite game to pull out when there's not much time, but let's be real. There are gorgeous games out there, and this is one is not winning any beauty pageants. Conclusion Even though space games aren’t my go to, Jump Drive is my favorite. It’s a compact, clever, and addictive engine builder that I find myself returning to whenever I need something fast and satisfying. And while I’m still working on how to win, the game itself is a winner. Whether you’re a seasoned gamer or just looking for something light and strategic, Jump Drive is worth adding to your collection. The game is also available in Board Game Arena which is a good way to get acquainted with it

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