Umm… read that like Elton John.
Anyway, it’s Saturday (if you hadn’t noticed), so that means it’s time to hang out and play some games. But it’s also time for some reviews.
Today we have: Unearth, Zooscape, Moonquake Escape, Balloon Pop, Purrrlock Holmes, Neuroshima Hex: Death Breath, Deadline, The Butterfly Garden, Sagrada, Mow Money, Century: Spice Road, Slide Blast, Power Play, Monopoly Gamer, and Gang Rush: Breakout.
Toucan Play That Game:
In this video you can find out my thoughts on Unearth by Brotherwise Games.
theMCGuiRE review takes a look at Zooscape a game from TMG that offers fun for a larger group and fantastic artwork!! If you like animals or the zoo – I’m sure you will love this title.
theMCGuiRE review takes a look at MoonQuake Escape a game from Breaking Games and designer Jeff Johnston. We are doing another giveaway on this title and you definitely want to get in on this one! With this giveaway you are getting the game, 8 buttons, and the promo pack!
So hide your alien and keep them under cover so you can make your way to the landing base and be the first to escape in the only rocket there is. This is a great family and game night title – pick it up, its fun!
theMCGuiRE review takes a look at Balloon Pop, a game from TMG. In this title you are simply rolling up to 5 dice and trying not to pop your balloon first – thus giving yourself a chance for the highest score in three rounds. This is a very quick 10 min game / filler and a fun recommendation.
Learn to Play:
In this video I will teach you how to play including: Setup, player turn, game play breakdown, and end game conditions.
I will also give you my thoughts and opinions on the game, and would love to hear yours.
Board Game Quest:
The Death Breath army has a unique feel compared to the existing armies as there are quite a few new mechanisms added. Most importantly, when any of your units are killed, they go into a zombie pool. Your HQ has the ability to return units from your zombie pool to the battlefield after a battle. Many of your units have additional strength of initiative highlighted in green that activate only when they are returned in zombie form.
Additionally, some units have a charge ability that allows them to move into the space occupied by an opposing unit they defeat. This is extremely useful for units that activate in multiple initiatives as they can wipe out a whole line of enemies if things go your way.
Once a case is chosen and each player has their detective card, they are ready to begin.
After reading the case description (usually a murder that needs to be solved), a number of clue cards will be accessible to the players. The current “chief detective” then chooses a clue card to begin the round. Each clue card will contain a number of symbols that must be matched to successfully reveal the backside of the clue.
Each round of a game, players will be looking at a hand of Butterfly cards, more Butterfly cards on the table, and Garden cards. At the start of the round, each player selects a Butterfly card from their hand to play. These cards indicate the turn order using a large number in the upper left of the card. They also show the number and type of butterflies the player will gain in their jar.
Sagrada is played over ten rounds, with each round made up of the following three steps:
The first player randomly draws dice from a dice bag and rolls them to establish the draft pool (two dice for each player plus one)
Starting with the first player, players may perform each of the following actions in any order (NOTE: Turn order is in a snake draft pattern):
Draft a die from the draft pool and place the die in his window
Use a tool card which allows the use of special abilities, but for a price (favor tokens)
After the first player has taken their second turn, the round is over
The next round starts with the next player clockwise. After ten rounds, the game is over and the final scores are calculated based on:
Favor tokens remaining
Negative points for each open space in their window
The player with the most points wins.
At the start of the game, players will first set up the neighborhoods and contract cards. Players will then get all of their starting bits and lawn mower. Once they draw five basic bid cards and collect their three bluff cards the game can begin.
Century: Spice Road is an engine-building resource-conversion game for two to five players. Players are spice merchants along the spice road, seeking to produce and trade the spices necessary to fulfill contracts. The player with the most points at the end of the game wins.
The object of Slide Blast is to build the longest waterslide for your meeple to slide down. Or, in game terms, to build a slide that covers the most tiles and thus earns you the most victory points.
You’ll build your slide by placing tiles and connecting flumes. This is easy-peasy. You will begin the game with one tile in hand. When it’s your turn, draw a tile from one of the tile decks so that you have two tiles in hand to choose from. Place your chosen tile so that it extends your slide and then move your meeple to the end of your slide. Now it’s the next person’s turn.
Power Play is a unique narrative game that combines the freedom of an RPG with the simplified rules, structures, and goals of a board game. It also happens to be competitive.
I’ve been mulling over this game for a long time, trying to figure out what to say about it. It’s not necessary a bad game; it’s playable, and definitely possible to have fun with. I just wonder that it might be stuck between two worlds, unable to find a real audience except for a small niche.
Drive Thru Review:
Intro (00:00); game overview (01:52); final thoughts and review (14:23)
Board to Death TV:
When the members of the underworld start to cross the bridge that leads to their headquarters, nobody knows who will reach the other side. Dash, crash, and cash in Gang Rush Breakout — whoever meets the Godfather with the most loot wins!