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- SMĂK! a unicorn twist to UNO Review
SMĂK! is a fast-paced card game that offers a fresh take on classic card-matching. With cute art and a unique dice-rolling mechanic, SMĂK! provides an engaging experience. The goal is simple: be the first to play all your cards. However, achieving this is anything but straightforward. SMĂK! plays 2-6 players, and my favorite count to play at was 4. It's like a high-stakes game of UNO mixed with a splash of tactical warfare magic and a dash of dice-rolling excitement SMĂK! is the debut game for Termite Films LLC. It recently finished a successful Kickstart campaign. The game was designed by Marc Boos and Charlie Wuppermann and was beautifully designed by Jan Ericka Note: I played a prototype version of SMĂK! for this review. While my opinions are based on this prototype, all views expressed are my own and reflect my personal experience with the game. I am not associated with the publisher and have not received any payment or compensation for my thoughts Components Rulebook Icon cards : that come in four colors blue, green, pink, and yellow and in three suits stars, clouds, and hearts Unicorn cards : these are used to slow down your opponents SMĂK! cards : cancel unicorn effects and trigger a dice battle (this was my favorite part of the game) SMĂK! dice : one per player Unicorn Horn headband Gameplay Overview đ In SMĂK, players race to discard all their cards by matching colors, icons, or playing special unicorn cards. But beware the mischievous unicorns! They can disrupt your plans with their special abilities đ˛ If you get stuck, donât worry. You can SMĂK your way out of trouble with a dice battle. These cards are played to either cancel unicorn effects or just because. When someone plays this card, they scream, "smak!" Then, everyone rolls their dice. The last person to roll the unicorn symbol (there's only one on each six-sided die), gets to collec the unicorn penalty đ The player with the most points at the end of a round gets to wear a unicorn horn! đŚ (Kodak, my dog, did not like wearing it at all đ) Playing the Game Turn Actions: On your turn, you can either: Play a card that matches the color of the top played card Play a card that matches the icon and amount of icons of the top played card Play a Rainbow Unicorn Card If you canât play, draw from the draw pile and play if possible At anytime, if you have the same card that was played (a card matching the color, number, and icon) play your card out of turn to help you discard your cards faster Ending the Round When a player plays their second-to-last card, they must make a Unicorn sound. The round ends when a player plays their last card. Remaining cards in other players' hands are scored as penalty points. The player with the highest penalty points wears the unicorn horn for the next round. At the end of five rounds, the player with the lowest score wins. Pros - Language independent - Replayable - Quick setup and play time - It has dice! - Interaction: even if it's not your turn, you can play a card to help you shed your hand Cons - Highly luck-base - Similar premise to other card games - Variety of cards may be overwhelming for new players - Penalty system might be confusing for some Final Thoughts SMĂK! combines cuteness, strategy, and a healthy dose of chaos. The game is easy to explain and fast to play. Whether you want to just play one round as a palette cleanser or play multiple games of it at once, the game is nostalgic. I remember all those nights playing Uno as I grew up. Only if we had a cute theme and a die. I did enjoy that there is a kid friendly version, so I can play it with family
- Do you need all games in a series?
Series come in all shapes and sizes, like: Expansions, mini expansions, and promo packs : These little extras add some zest to your base game Thematic Series : Games that share a common theme or setting, creating a cohesive experience Game Iterations : Different versions or takes on the same core game So, do you need them all? Well, it depends! For some, itâs all about collecting (secretly waving at my wife). But letâs be realâgame iterations can sometimes feel redundant if they donât offer anything new. That said, I love iterations and thematic series that bring something fresh to the table. Take the Next Station series from Blue Orange Games and designed by Matthew Dunstan , for example. Our favorite is Next Station: London , followed by Paris and then Tokyo. Each game is unique enough to enjoy all threeâor just one. Iâm already dreaming of a Latin America or NY version! And then thereâs the Clever Seriesâoh man by Wolfgang Warsch , do I love that game! My friends and I go all out, playing all four versions at once. Itâs chaotic, doesnât save any time, but itâs so much fun! When it comes to expansions, Iâm torn. The base game often captures the core experience, and while some expansions add variety or speed up gameplay, others? You might never even get around to them! Promo packs, though? I need all the Rolling Realms ones. This game has a way of sparking curiosity, and before you know it, weâve added another game to our collection. Thematic series can offer variety within a familiar framework, but if only one or two titles speak to you, why chase the others? This realization has led us to cull games from our collection. Lastly, there's games like Oink Games where each game is a small package, but the game experience can be so large. We've made it a habit to buy new to us titles from them every time we travel. Curious about what we'll find in our next adventure coming up. Hopefully it's not another blue box đ¤
- MicroMacro: Crime City Review: Unravel the Mysteries in this Tiny Town
MicroMacro: Crime City is a unique puzzle game for 1-4 players, with solo or two players being the sweet spot. The game was designed by Johannes LĂśchl and published by Pegasus Spiele. Donât let the box fool you, the game has multiple different levels with a unique experience. If you ever liked Whereâs Waldo, this game may be for you! Each scenario takes anywhere from 5-45 minutes. The game offers a surprisingly deep experience in a compact box. This has been our go to game when we want to play board games cooperatively without any setup. The prompts are easy to understand and the difficulty starts from simple and it scales up to really hard. I canât wait to finish it, so we can pass it on and start on the expansion. Mechanics MicroMacro is a deduction game with a heavy emphasis on visual observation. Players become detectives. In the game you are tasked with solving a series of mysteries depicted on a giant, beautifully black and white illustrated map of Crime City. Components The game comes with a massive black and white map (folded for storage), scenario cards with case details and solutions, and a magnifying glass (optional but helpful, plus you look cool holding it) Gameplay Set Up:  Unfold the map and choose a case from the booklet. Read the introduction and objective for the chosen scenario. How to Play:  Players work together (or solo) to scan the map, searching for clues and details mentioned in the case description. The map itself tells a story, with each scene brimming with tiny details that might be crucial to solving the case. Scoring & Winning:  There's no scoring or competition. The goal is to deduce the solution to the case by finding the relevant clues on the map and piecing together the narrative. The scenarios have increasing levels of detail if players get stuck. Pros Unique and Engaging:  The "Where's Waldo?" meets detective theme is refreshing and keeps players glued to the map Scalability:  Works well for solo play or small groups Replayability:  There are 16 diverse cases and expansions for when you finish these! Great for All Ages:  The charming artwork makes it suitable for families (be mindful of some cases with dark and hilarious themes) Language independent:  if you have someone that can translate the scenario Color blind friendly Cons Limited Player Interaction Repetitive After Many Cases Dark humor that may not be suitable for everyoneâ it is for us! Key Features Giant, Detailed Map Cooperative Gameplay (optional solo) Observation and Deduction Skills Conclusion MicroMacro: Crime City is a fantastic choice for anyone who enjoys a good visual puzzle and a touch of detective work. The beautiful artwork, clever scenarios, and solo playability make it a standout game. While some might find the gameplay repetitive after a while, the sheer variety of cases and the joy of discovery make MicroMacro: Crime City a rewarding and brain-teasing experience. It brings me back to childhood, but this time I have the ability to play it with up to four friends!
- Top Waffle Review: A Deliciously Sweet Card Game
Today is Waffle Day! What better way to celebrate this delicious treat than by indulging in a game of Top Waffle? Lovemore Games whipped up a delightful treat with Top Waffle . This beautiful card game is perfect for families and friends. The game is fast-paced and is all about serving up the perfect waffle combinations to satisfy your customers. Top Waffle supports 2-6 players and scales well at each player count. A game typically lasts around 10 minutes per player. As a waffle connoisseur, compete to fulfill orders by collecting topping cards. Combine these cards for powerful effects and serve up the most waffles. The game spans three days (rounds), with leftover toppings going bad and counting against you. The player with the most points wins! The game offers various difficulty levels, making it enjoyable for players of all ages and skill levels. Craving waffles? Top Waffle might not be edible, but it'll leave you wanting more! Gameplay The objective of Top Waffle is simple serve the most waffles without being wasteful. Each turn, players draw cards representing toppings and use these to satisfy the customer's orders. The toppings range from maple syrup to fried chicken. Players must carefully balance their hand to ensure they can fulfill existing customer orders while also saving cards for future orders, but be careful! A closed card can come up at anytime and all your remaining items will go to the trash Components Top Waffle includes a colorful deck of cards, featuring: 60 topping cards (maple syrup, fruit, fried chicken) 24 item cards (boost your hand) 48 order cards (fulfill orders) 3 closing cards (end of round) A well-crafted rulebook and a QR code for an instructional video are also provided. The game's design is visually appealing and easy to understand, making it accessible to all ages. A player aid details item cards and turn options Pros Easy to learn Quick set-up Fast-paced Highly replayable Fun for all ages Cons Limited strategic depth: This game is a palette cleanser that is perfect for casual gamers and families. It is a great start or close of night for those seeking strategic complex games Not language independent: the game is super cute, and with a translated player aid, it could be enjoyed with anyone Overall Top Waffle is a delightful and entertaining card game that's perfect for casual gaming. Its simple rules, fast-paced gameplay, and charming theme make it a great choice for families and friends. If you're looking for a fun and lighthearted game to add to your collection, Top Waffle is definitely worth checking out.
- TacTile First Impressions
TacTile, designed by Joseph Bugbee and published by Friendly Bee Game Company, is coming to Kickstarter! This 2-4 player game is an abstract strategy game that blends classic tile movement mechanics with the possibility of adding a combo chain of events. The game has a classic feel, with beautiful and clear design, making it seem as though itâs been on your shelf forever. Whether you're playing with kiddos, seasoned gamers, or someone just dabbling in board games, this game is easy to learn and takes about 30 minutes to play. With its combination of tactical movement and engine building, TacTile! provides a deep and satisfying experience thatâs sure to appeal to fans of abstract strategy games. If youâre looking to test your strategic thinking in a new and exciting way, this game is worth checking out. Components Before diving into the gameplay, letâs take a look at the components. Keep in mind that my review is based on a prototype, so some details might change in the final version Every component in the game is colorblind friendly and has clear iconography! Well written rulebook 36 Wood Tiles : The playing field is a 6x6 grid assorted randomly. There are nine tiles of each color. These tiles determining the paths and strategies youâll use 64 Wood Resources : these are chunky wooden pieces. There are 16 blue, yellow, green, and red. You'll be able to acquire these to purchase Action Cards 8 Wood Player Discs : each player gets their own set of two 8 Wood Basic Action Cubes : each player gets two in their color. These are used to keep track of the basic actions you can take each turn 120 Action Cards : offering a wide range of possibilities for chaining actions and outmaneuvering opponents 4 Reference Cards : handy reminders of the actions you can take Gameplay TacTile! is all about strategic movement and smart card play. The goal is simple: be the first to score both of your discs by moving them onto the designated opponent score tiles. You can only move orthogonally; however, the path to victory is anything but straightforward! Setup Each player selects a color and collects their set of two action cubes, two player discs, and a reference card. The 4 black-edged home tiles are placed in the corners of a 6x6 grid, and the remaining tiles are shuffled and placed randomly to complete the grid. Shuffle the Action Cards and deal out six face up. These becomes the market for anyone to purchase during their turn. Players then place their discs on their home tile. The home tile and player discs will be the same color Objective Race both of your your discs to your opponent home tile! How to Play On your turn, you may take up to two basic actions from a set of five options. These include moving one space, buying an action card, moving a disc, gaining a resource, or resetting the card market. The twist? You canât repeat the same action in a single turn, so choose wisely! Let's talk about Action Cards. These cards are available to purchase during your turn. You must have the two resources shown in the bottom of the card to acquire. Each Action Card can be activated once per turn and refreshes at the start of your next turn. They allow for actions like moving discs, gaining resources, or even pushing other playersâ discs. The more you play, the more these chaining reactions will accelerate your path to victory! Game Modes This game adapts to your player count. It is balanced at 2, 3, and 4 players 2 Players : The showdown mode let's you and your opponent race to victory by placing your tiles in the diagonal home tile or opponent home tile if you wanna make it more competitive 3 Players: Let chaos ensue! Each player is racing to score their tiles on the far right and left home tiles 4 Players : 2 v 2 race. Be the first team to score three discs. The twist? You are competing with the person seating diagonally from you, and like in a two player game. You must score your tiles in their home plate Pros đđť Accessible: easy to learn but challenging to master Light game with a familiar theme and strategically rich Multiple game modes to ensure replayability and adaptability based on your player count Strategic depth: the combination of tile movement and action cards creates a dynamic and thought-provoking experience Can be language independent Cons đđź Prototype Stage: as with any Kickstarter project, the final components and rules may change Player interaction: While thereâs some direct interaction, the game leans more towards individual strategy and engine building No solo mode Sidenote This is Friendly Bees Company second game. Their successful debut game Widgets n' Digit$ is about to be fulfilled. Check out my review about the game here ! Overall TacTile is an abstract strategy game that offers a blend of simplicity and depth, making it accessible to new players and children. The rules are straightforward and the components are language independent (once you know what move, gain, buy, swap, and reset mean). The game adapts to each player count and the components are of good quality. I am not sure when the game will go in Kickstarter, but I am ready to play it again!
- First Impression of Let's Go to Japan
My friend had just returned from Japan, bearing gifts of Kit Kats, tea, and a quirky Japanese Oink game. It was as if fate was teasing me when I arrived at another friend's place to find they were setting up Let's Go to Japan. Was this a sign? Should I be booking my next trip to the Land of the Rising Sun? I'm leaning towards yes. The game itself is a delightful mix of strategy and cultural immersion. The game invites you to craft the perfect Japanese adventure between the cities of Tokyo and Kyoto. It's like a virtual vacation planner, and I'm already dreaming of my own itinerary. Let's go to Japan is designed by Josh Wood and published by AEG. It plays 1-5 players and it takes about fifteen minutes per player Set Up âď¸ Getting Ready for Takeoff! Each player gets a player board including a mood tracker, happiness and a stress token. The board is super cute and organized. The mood and happiness tracker had me sold. I think balancing what to do, stress, and happiness is sometimes really tough during vacations In addition to the player board setup, there's a central play area. There are Kyoto and Tokyo activity card decks Game tokens that include wild, train, research, and walk Round tracker board đ¸ Art and Mechanics Each card has detailed illustrations that include a fun tip or fact about the place they are referring to. The game is beautiful. The graphic design of the game is super intuitive and easy to understand. The core of the game revolves around drafting activity cards. Each card represents experiences like visiting temples, indulging in food like sushi, and taking serene boat rides. Tourists (players) than arrange these activities on their personal boards to optimize their schedules and gain the most points. Each activity card has unique attributes and potential combos, making it crucial to think ahead and balance your day. The timing aspect adds an extra layer of challenge. The game is beautiful and you constantly managing where to fit your activities since time slots and activities are limited. đž Playing Let's go to Japan Let's go to Japan is a quick-paced game where you step into the shoes of a tourist, crafting an unforgettable trip through strategic card selection. Balance excitement, stress, and happiness as you aim to maximize points by aligning activities with daily goals and the overall trip theme. The game plays in 13 rounds. Each round involves drawing and playing cards. At the end of each round you will have no cards left in your hand. During each round, if you're unhappy with your options, take a "walk" by discarding a card and drawing a face-down one. Once you've played three cards for a day, check for bonus points based on matching icons. To spice things up, train tokens can boost or hinder your score and mood. Additionally, take a walk for unexpected twists: play them face-up for immediate rewards or keep them hidden for a chance to improve your mood. At the end of your journey, you'll score points based on your accumulated Experience tokens. After the thirteen round, score. Final scoring includes points earned from cards, "Highlight of the Day" bonuses, train tokens, and the position of your Experience tokens. The player with the highest total score wins! Pros and Key Features Itinerary planning Daily goals and trip themes Beautiful artwork and design with clear iconography Balance of strategy and luck Replayability due to varying daily goals and activity cards Cons Might be challenging for players new to strategic board games Some randomness in card draws can influence gameplay Not 100% language independent I don't know if a con, but when I add this to my collection, I want it to be the Matsuri (festival upgraded) version that costs closely double of the original game Conclusion What stood out to me was how the game marries theme and mechanics so well. The process of arranging activities feels like you're genuinely crafting a vacation. This includes all the excitement and considerations that come with it. And at the same time, you are living your plans to see if your mood and happiness aligns. The variety of activities and the challenge of fitting them into an optimal itinerary kept me engaged throughout. The artwork was top notch. I felt that the game balanced strategy and luck very well. Can't wait to play this again and try it at two players.
- 2024 so far in review
What are your hobbies? For things that I share with others, hockey and board games are on the top of the list. In fact, I have spent a quarter of 2024 rolling dice, moving meeples, and enjoying board gaming with friends and family. I do dabble in some online gaming on Board Game Arena (BGA); however, I donât count those in this stats. We have started playing on BGA with friends that have moved away and family that lives very, very far, so I may add BGA to my stats as long as there was a zoom involved. Iâve clocked in a whopping 751 games this year. According to the average time it takes to play each of the games, I've sunk about 446 hours into the hobby and 175 days. But let's be real, that doesn't count the endless banter, chats, and laughter. So, in reality, itâs probably closer to 25% of my year dedicated to board game glory. Winning? Well, let's just say I'm still working on my victory dance. My win rate is a respectable 34.9% (that's about 10% increase from 2023), but I suspect most of those wins come from cooperative games. I've been lucky enough to play with 51 different people at least twice. My most dedicated gaming partner? My amazing wife, who's suffered through a staggering 528 games with me. Weâve also managed to squeeze in 198 different games, with 115 new to me games. Itâs like discovering a new world of cardboard and plastic every few weeks! Our promise to keep or cull to maintain the collection at 500 or less has been accomplished thus far. We're currently at 482 games. This does not count expansions. We have 141 of those. We are huge into 3D printing, so most of these live in the original box. The only games that have multiple boxes are: Root, Spirit Island, Wingspan, Everdell, and Viticulture. Our current h-index is 32. We started the year with 29. Can we go up on the h-index this year? I find it extremely fascinating that there are games that we've played hundreds of times versus amazing games that only hit the table a few times a year if we are lucky. For the year, we have an h-index of 14. Shame of shelf? A bit unruly this year. We have 62 games sitting there, untouched. Weâve gotta change that! To be fair, we had a shopping spree while everyone seemed to be at GenCon. TL:DR; 751 total games played 145 new to me games 115 unique games played 175 days played 59 unique players My percentage wins: 34.9% The wife's percentage wins: 36% Top 10 most played: Welcome To . . . Turing Machine The Crew Next Station (London/Paris/Tokyo) Azul Number Drop Sequence Mists over Carcassone Just One Farkle Last year, my top five were slightly different: The Game Welcome To . . . Clever series Next Station (London/Tokyo) The Crew Goals for the remaining of the year? Tackle the unplayed games, keep the collection under 500 games owned, and continue enjoying games with our loved ones. Cheers  to many more game nights and even more ridiculous stats! What about you?
- What drives you bananas during game night?
A month ago, I posted the following forum post What drives you bananas during game night? My blog post wrote: We all love game night! The laughter, the friendly competition, the strategic smackdown, the friendships that are formed. But let's be honest, sometimes our fellow players can push our buttons in ways that turn that happy game night into a teeth-grinding experience. I had this revelation during game night Tuesday. I thought my biggest pet peeve was phone zombies â those players glued to their screens while the fate of the fictional world hangs in the balance. But then the floodgates opened, and I went into a tangent on the many things I do not like. Phubbing is just the tip of the iceberg. What makes you want to flip the table? (Figuratively, I hope!) Is it the sore loser who declares the game "broken" after their first game? Maybe it's the quarterback who dictates every move, even when it's not their turn? Or perhaps it's the player who throws a tantrum when you target them in a game like Root, where a viciousness is expected! We all have our quirks, but what truly drives you bananas at game night? Here is the updated list based on the replies: The Phone Phantoms : We've all seen them â the players who disappear into their phones during the game, missing key moments and slowing everything down The Salty Losers : No one likes to lose, but some players take it to a whole new level, blaming the game, saying X person always wins, or bad luck instead of tipping their hat to the winner The Backseat Drivers (a.k.a. The Quarterback): These players can't resist telling everyone what to do, even when it's not their turn. It's helpful to offer advice when solicited, but COME ON! The Rule Lawyers : We get it, the rules are important! But there's a time and a place for endless rule debates The Card Folders : These people have a special place in hell, I hope. These players take a perfectly good card and fold them unnecessarily as they hold them. It's a small thing, but it is OH SO INFURIATING!! The Aggressive AP (analysis paralysis) Players : They grind out the points math on every turn, turning a fun game into a slog. The Time Wasters : Wasting time on setup and teardown. People that set up games after people show up and meticulously put games away instead of trying to play another game. The Unprepared Teachers : People who arenât ready to teach the rules to a game they brought or suggested. Nobody wants to sit there watching you read the rulebook and occasionally dole out setup instructions. The Sore Winners : Playing against players who seem to have the power to win the first game of whatever they play, which is annoying despite knowing itâs not their fault. Or the players that rub their wins on everyone's face after EVERY SINGLE WIN! The Disorganized Attendees : The one who organized a game night, then doesnât turn up, or the player who shows up late, forcing a new game setup. The Rude Players : Being around rude people who ruin the enjoyment of others is rare but YUCK! The Braggers : Like the Sore Winners. These players brag about winning, giving speeches to stroke their own egos. The Attendance Killers : Players who cause others not to attend because of their negative behavior. The Disengaged : People who donât pay attention during the rules explanation and then have more questions every time they are up The Helper : People helping other players of equal skill levels in competitive games, turning it into a game against the whole table The Rule Interrupters : Players who interrupt rules explanations with specific exceptions before the basics are even covered The Patience Testers : People who arenât patient during the explanation of medium-heavy games, walking away before the game even starts The Turn-Time Wasters : Players who donât start thinking about their turn until itâs their turn, akin to holding up a fast-food line The Non-Engagers : People who refuse to engage with the game on its terms, like not negotiating in negotiation-based games or playing bluffing games without looking at their cards The Too-Nice Players : Players who play too nicely, avoiding optimal moves to avoid being mean, especially in family settings The Last-Minute Cancelers : People who cancel at the last minute, disrupting plans and setups The Solo Rulebook Readers : Players who read the rulebook to the group instead of learning the game beforehand, wasting everyone's time The Clumsy Drinkers : Players who place their drinks precariously close to the game area, causing anxiety and potential spills The Game Dictators : Players who insist on playing only specific games or refuse to play certain ones, disrupting the groupâs decision-making process The Constant Questioners : Players who ask multiple questions during the rules explanation or during othersâ turns, causing distractions and delays The Coalition Creators : Players who optimize other playersâ turns, effectively creating alliances and diminishing the competitive spirit The Excluders : Players who refuse to make room for new players during open game nights, leaving newcomers feeling unwelcome The Game Bashers : Players who complain about a game being âbrokenâ when things donât go their way The Game Abandoners : Players who decide to end a game prematurely, claiming itâs a âforegone conclusion,â even when itâs not The Social Disrupters : People not playing the game who start side conversations with those who are, causing interruptions and distractions The Over-Capacity Conundrum : Groups that insist on including everyone in a single game, even when the player count exceeds the gameâs optimal number The Smelly Gamers : Players who neglect personal hygiene, especially in close quarters during the summer, causing discomfort for others. Smokers sitting too close can also be a problem The Rulebook Over-Reliers : Players who insist on checking the rulebook for answers when the information has already been correctly provided The Horrible Time Managers : Players who consistently arrive late to game nights, causing delays and disruptions The Eternal Future Planners : Players who talk about future game nights or events but are unreliable in the present. What game night pet peeves did we miss? Have you experienced all of these? I have not, thankfully! Another pet peeve is the one that never knows when their turn is, but I feel like it happens to everyone đ
- Kittin: First Impressions
Unleashing the inner kitten Iâve spent the week with a three year old, and I didnât have to try so hard at getting her into games. The only thing is that for the most part she makes up her own games with existing components. She loves cats, so a few months ago, she made her parents buy Calico because the cat in the front looks like her cat. We took her to my favorite board game store, and she picked up Kittin. The tin box is so cute! She immediately fell in love. Kittin is a fast paced polyomino dexterity competition for 2-4 players, and up to 8 if playing in teams. The game is designed by Caezar Al-Jassar and Simon Milburn and published by Alley Cat Games. In this game, you are racing to match the pattern and shout "Meow!" accurately wins the round, with the ultimate goal of winning three rounds to be crowned the "Cuddler Cat Chief." Cuteness Overload: a Look at the Components Super cute tin box Rulebook 48 kitten figures in six colors 20 pattern cards Cat's Cradle: Setting Up the Game 1. Shuffle the pattern cards and place them face down in the middle of the table 2. Put all the kitten figures around the pattern card deck. Setup for team play: 1. Form teams of two players 2. Place the kitten figures in the middle 3. Deal four cards around the kittens Gameplay: a Pawsome Playbook The game is played in rounds. Hereâs a breakdown of the steps: The oldest player flips over the top pattern card so everyone can see it Players race to stack the kittens to match the pattern on the revealed card When a player has a perfect match, they shout âMeow!â Everyone stops stacking and verifies if the player who screamed âmeowâ matches their sculpture to the card - If the stack is correct, that player wins the card - If the stack is incorrect, the player is out for the round, and others continue stacking To set up for the next turn, place all kittens back and flip the next card How the Co-Op version differs The teams race to build the stacks. There will be one builder and a partner. The partner can help grab the kittens, but is there for support, advise, and to ensure the stack looks as expected. This setup is great for an adult to play with a child. Claiming the Catnip Crown: Winning the Game The first player or team to win three rounds by correctly matching the stack to the pattern card wins the game Nine Lives of Fun: Additional Challenges For added difficulty, adults finding the game too easy can play using only one hand, and can add more cards to make the game longer Conclusion: A Purrfect Choice Kittin is a really cute palette cleanser. It combines quick reflexes and pattern recognition. The gameâs simple rules make it accessible to younger players, while the competitive element keeps it engaging for older players. The team play variation encourages cooperation and makes the game accessible for little ones. Kittin is a purrfect choice for family game night, or at least it was with my three year old niece who is obsessed with cats. I canât wait for her to get older, so I can introduce her to similar games that have a bit more difficulty and require more dexterity like Tinderblox (click for full review).
- Yucatan First Impressions
Yucatan: A Mayan Melee Forget sipping margaritas on the beach â Yucatan is all about sacrifices, brain-burning strategies, and seriously good-looking corn (seriously, those kernels had me craving elote the entire game). Let's not sugar-coat it: if Matagot fixes the rulebook and sorts out a few component hiccups, this game could be incredible. For now, it's a strategic challenge for puzzle masters who enjoy a little Mayan mayhem. Think Kemet with a Ph.D. â if you are looking for a light and breezy game, this ain't it. But hey, if you crave a challenge and have an awesome friends who can decipher the rulebook hieroglyphics, Yucatan offers a rewarding, albeit turbulent, ride. Be prepared for confusion, screaming, and head-scratching moments. Glory for the Gods The objective of Yucatan is simple: accumulate the most victory points by the end of the four rounds. Players achieve this by capturing prisoners, performing sacrifices to the Mayan gods, and developing their city. However, there's a unique twist: sacrifices become progressively more demanding. Each round, you need to offer a greater number of prisoners than the previous round to score points and climb the peculiar cake looking pyramid tracker. This agonizing decision of how many prisoners to sacrifice will test your prowess. The game accommodates up to four players, with an expansion increasing the player count to six. While the combat might become more chaotic at higher player counts, the three-player game offers a more strategic experience with less emphasis on brawling. I'm curious to see this at a four player count. Components: A Mixed Bag Yucatan's components present a bit of a paradox. The giant pyramid and its accompanying miniature might be seen as unnecessary. However, the true stars of the show are the chunky jade and corn resource tokens. They are satisfyingly tactile pieces. The corn kernels, might leave you craving some elote (Mexican grilled corn)! Just be careful, their visual appeal might be a bit too tempting... The good news doesn't stop there. The combat system is intriguing, forcing players to make difficult card choices with lasting consequences. You begin with five cards, and once used in battle, they're gone for ever. This element has you regretting your choices on which is the right cards for each encounter. The sacrifice mechanic is also well-implemented, albeit anxiety-inducing, as you constantly strive to outdo your previous offering to be able to progress on the evolution board. Beware the Rough Edges Before diving into Yucatan, be prepared for a challenge â and not just from the gameplay. The rulebook, components iconography, and player aids are riddled with errors and inconsistencies, making initial setup and learning the finer points of the game a very confusing endeavor. Expect to spend some time online deciphering the rules and resolving ambiguities. I hated that as one of my pet peeves is phubbing during board game nights. Additionally, component quality varies. The aforementioned pyramid might be a love-it-or-hate-it situation, and the iconography is unclear. Furthermore, the prisoner miniatures lack identifiers. This requires vigilance during movement and battle to ensure your opponents know your mini count. The Verdict: A Promising Mayan Puzzle Despite its shortcomings, Yucatan offers a strategic worker placement and area control experience steeped in Mayan culture. The sacrifice mechanic adds a unique layer of planning, and the combat system is tense and engaging. The confusing rules and inconsistent components create a significant hurdle for new players. Here's to hoping that the player aids will be amended and the rules will be clarified in future editions. With these improvements, Yucatan has the potential to be exceptional. In the meantime, approach at your own risk or find a patient and wickedly awesome friend that can teach you the ropes.
- Tiny Towns: a Thriving Town in a Box
Ah, board games. Used to be the same old suspects, right? Monopoly, Clue â fun for a while, but thenâŚmeh. Then came Carcassonne. That game was the gateway drug, the one that showed me board games could be more than just mindless rolls of the dice. But it wasn't until I wandered into Millennium Games that I realized just how DEEP the rabbit hole went! Imagine this: a store dedicated entirely to board games! Walls lined with boxes, overflowing with possibilities. Co-op adventures for teamwork, epic battles for glory, fantastical worlds begging to be explored. It was overwhelming in the best way possible. Here I was, a board game newbie, surrounded by a universe I never knew existed. Feeling a little lost, a friendly staffer at Millennium Games came to the rescue. Forget sales pitches, this person genuinely wanted to help us find a game we'd love. That's where Tiny Towns comes into the picture. The box art might not have screamed "instant classic," but this staff member's passion was infectious. They even offered a money-back guarantee! (Spoiler alert: never needed it.) Fast forward to today, and Tiny Towns is still a family staple. Over 100 games in over 4 years, and it never gets old! It's the perfect blend of strategy and puzzle, a fantastic choice for both new players and seasoned gamers. Plus, the gameâs art is ridiculously cute! Tiny Towns is a game for 1-6 players designed by Peter McPherson and published by Alderac Entertainment Group (AEG). I have never played it solo, but I have enjoyed it as a date night game and up to six players. I feel that this game plays well at every count Components Super cute and detailed rulebook Wooden resource cubes (wood, wheat, brick, glass, and stone) 6 player boards with a 4x4 grid Building cards Monument cards Scorepad First player white wooden master builder hammer (I call it a gavel) Wooden buildings including cottages and monuments How to Play Set Up Shuffle Monuments, deal 2 to each player (choose 1, discard 1 face-down) â I would skip this until youâve played a few times Deal one player board to each player Place Cottage card face-up in center Set resource tokens and buildings within reach of each player Sort and shuffle Building cards, reveal one from each pile next to Cottage Set the rest of the cards away Determine starting player and give them the gavel Tiny Towns is played over a series of rounds Scoring and Winning The game ends when no more buildings can be built or resources can be taken. Players score points for completed buildings based on the building cards. Subtract one point for every unused space on your boards. The player with the most points wins the game! Key Features Drafting mechanic: The drafting mechanic adds a layer of strategy as you not only try to collect the resources you need but also aim to deny them to your opponents Spatial puzzle: Fitting the different building shapes onto your player board creates a satisfying spatial puzzle element Variable scoring: The use of different scoring cards each game keeps things fresh and introduces strategic decision-making Pros đđź Easy to learn, challenging to master Plays well at all player counts High replay value: With the variable scoring cards and the challenge of optimizing your tiny town, Tiny Towns offers a high replay value. The expansions also add to this Language independent: Besides the building cards which are easily translatable, the game is 100% language independent Cons đđź Can be a little luck-based: Based on what your opponents choose, the game can be a bit frustrating if you're constantly denied the resources you need Downtime can increase at higher player counts: As player count increases, so can the time it takes for everyone to draft their resources and build their structures Expansions Tiny Towns has three expansions available that add new buildings, resources, and mechanics to the game. These can extend the replayability and introduce new challenges for players who have mastered the base game. My favorite expansion is Architects, the newest one. Hereâs my review for it Conclusion Tiny Towns is a beautiful game that started my obsession with visiting Millennium Games as often as possible. The rules are easy-to-learn, the game has loads of strategy, and the theme is super charming. If you liked Tetris, youâll more than likely enjoy this game
- A Fake Artist Goes to New York review of a deceptively simple party game
A Fake Artist Goes to New York is a social deduction game for 5-10 players that combines creativity, deduction, and a dash of bluffing. It's a quick and easy game to learn, making it perfect for parties, game nights, or even as a filler between heavier games. Components The game comes in a small, portable box containing everything you need to play: A set of sheet of paper Markers (in different colors) Dry Erase cards 1 dry erase marker Gameplay One player acts as the "Question Master," who secretly chooses a word from a category and writes it on all the word cards except one. The card with an "X" instead of a word goes to the "Fake Artist." Players take turns adding one line to a collaborative drawing based on the chosen word, but the Fake Artist doesn't know what the word is! After each turn, players can discuss the drawing and vote on who they think the Fake Artist is. The game continues until a player guess the correct word or vote out the Fake Artist. Key Features Social deduction Bluffing Portable Quick game Easy to learn Pros đđź Highly replayable Encourages creativity and communication Lightweight Cons đđź Limited player interaction: Players mainly focus on drawing and discussing, with less direct interaction compared to some other party or drawing games Can be repetitive with large groups: With larger groups, the deduction aspect can become less prominent and obvious as the drawing can become apparent after a few rounds Conclusion A Fake Artist Goes to New York is a party game that is a good addition for a quick board game when playing with non gamers or wanting to do something as a group. It plays quickly, and the game offers a good mix of creativity, deduction, and (sometimes) laughter. The rules are simple and the game is portable. Itâs like the perfect game to hide in your purse just in case the board game opportunity arises











