It’s the weekend! Wooooo! Partaaaaaaaaaay!
And by “Party,” I mean gaming!
Working on getting this Review Roundup and then gonna head out to the LGS to play some Guild Ball.
Today we’ve got: Tiny Epic Quest, Sagrada, Azul, InBetween, BONK, Stop Thief!, Agility, Cast the Ritual, Fog of Love, H.I.D.E., First Class: All Aboard the Orient Express, and Go Nuts for Donuts.
Toucan Play That Game:
In this video you can find out my thoughts on Tiny Epic Quest by Gamelyn Games.
Learn to Play:
In this video I will teach you how to play Sagrada including: Setup, Player turns, end game conditions, and scoring. I will also give you my thoughts and opinions on the game, and would love to hear yours.
Drive Thru Review:
HUGE RULES MISTAKE! CONFLATED TWO RULES TOGETHER! TAKE THIS VIDEO WITH A GRAIN OF SALT! Drive Thru Azul (and review) Intro (00:00); gameplay (00:57); final thoughts and review (34:40)
I can firmly say that I am a massive fan of Stranger Things, the Netflix television series that mixed 80s movies, Dungeons & Dragons and a smidgeon of Cthulhu. What is there not to like? Which is why I was very excited about the new little game form Board&Dice, InBetween. For starters it’s Stranger Things the card game, and is certainly a lot better that that Eleven egg waffles nonsense that was recently announced. Secondly the game was designed by Adam Kwapi?ski, and although he may not yet be a household name, I think he is always one to watch.
From the people who brought us KLASK, we now have another wooden, capitalized game in the form of BONK. Opponents sit on opposite sides of the board in either a 1 vs. 1 or 2 vs. 2 configuration. The goal is to try and get the ball in the opposing team’s scoring area.
Each player is assigned a chute and is given three metal bearings to start the game. Each round starts with a simultaneous high five between all players, after which play immediately begins. You attempt to the knock the ball into the scoring area by dropping a bearing down the chute and knocking the ball around. Once a point is scored, the ball is placed back in the middle and a new round begins. Play continues until one side scores 5 points and is the winner.
Stop Thief! is an app-driven hand management deduction game for two to four players. Players are private investigators trying to catch crooks in order to make enough money to retire. The first player to reach the winning money threshold wins.
Agility is basically a race game, although there are (sort of) two races going on simultaneously. The first race is to adopt the best dogs that can most easily clear the obstacle courses available in the game. The second race is to be the first to get those dogs through your chosen courses. In order to accomplish these goals, you’ll be playing cards, taking the resultant actions, and collecting dog treats which allow you to adopt dogs and complete obstacles.
Turns are fairly simple. First, you’ll play one of the training cards from your hand. These cards have both numbers and two kinds/quantities of dog treats on them. The number indicates how many spaces to move the marker around the action rondel. You will take the action on which the marker lands.
Board Game Quest:
As rival wizards, players will be managing a set of cards in their Lab (their hand of cards) that will hopefully contain ingredients needed to power the ritual. Each round of the game is one ritual and three rituals will complete a game. Players who complete a ritual first will get the most points for the round.
The two players in Fog of Love are in a relationship. The game story plays out a romantic comedy through which those characters develop and collide, with the hope that they meet their destiny at the end. However, that’s not really the point.
The setup requires that each player construct a character from a variety of Trait, Feature, and Occupation choices. These form the foundation of the roleplaying for each player-character. There are no hard and fast rules to the roleplaying, but without this, much of the other parts of the game will operate mechanically.
The first part of every round has players selecting a die at random from a black bag and placing it secretly behind their screen. They choose a die face that represents one of the four targets for their mission: satellite, power plant, submarine, or army base. The value of these missions is determined by a display of random intel cards. Every player also receives a Rank card which will later help players win the game.
First Class places players in the roles of rail barons building out trains as they compete for prestige. Players will expand their trains and upgrade train cars, as well as possibly gain points for extending the reach of their trains. The player with the most victory points from a variety of sources wins.
Included in the game are five card modules. By combining two of these modules, players can have different experiences each time they play. The basics of play are all the same, but the way each module works can change scoring opportunities as well as limitations.
The goal in Go Nuts for Donuts is to earn the most points over the course of the game. Each round, a number of cards are dealt face up onto the table (players +1). Each player then secretly selects a card they want. After revealing their choices, any player who was the only person to choose a specific donut collects that card into their score pile. If one or more players chose the same donut card, it’s discarded and no one gets it. A new round begins by filling the holes left in the line of donuts.
After all the donuts have been collected or discarded, the game ends and the player with the most points wins.