Scrimish!!!

Scrimish is a really easy game, similar to Stratego, which I will probably reference a lot in this post. You have 5 piles of cards, which each have 5 cards. You chose which cards go where in which pile. Phew. Try saying that 5 times fast! Anyway, the only official rule for where you must Scrimish_webplace a card is the fact that the crown (the Stratego equivalent: the flag) must be on the bottom of one of the 5 piles.

There are basic characters, numbered 1-6, who, rather simply, win if they are the highest number. Then there are the special cards. There are archers, shields and the crown. If you attack with the archer, he automatically wins. If your archer is attacked, he automatically loses. Shields cannot attack, but when your shield is attacked, it takes the attacker into the discard with him. Last, there are crowns. If you want to, and it’s legal (when the crown is the top card of his stack), you can attack with your crown. If he attacks another crown, he wins, and you win. If he attacks anything else, he loses, and you lose. If he is attacked, you lose.

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Zombie Apocalypse… Gamer Style

Today I write about not 1, not 2, but 3 games, all under the category of zombies. The games are Zombie Dice, Bowling For Zombies!!!, and Dead Money. Let’s get started.

Zombie Dice is a game where you- 3 guesses- roll dice. You are a zombie. You want brains. Many brains. Each turn you roll the dice to determine whether or not you will get brains. You start by randomly (no peeking!) choosing 3 dice out of the container. You then proceed to roll them.There are exactly 3 results you could get, unless you’re using the expansions.

First off is brains.  This means you caught the human and get to snack, if you don’t get shotgunned (more on that later). You set all the brains you roll on a turn to the side.Second is footprints. Footprints mean the human is hiding. If you choose to roll again, so as to hopefully get more brains, you will count the footprints as one of your 3 dice and reroll it.The last possibility is a shotgun. This is when it turns out that the human has a gun, and shoots you. If you are shot 3 times, you lose all brains for that turn and your turn is over.

At the end of each roll, you may choose whether you are satisfied with that turn’s roll, adding them to your total, or whether you would like to keep rolling so as to search for more brains. The goal is to be the first person to get a total of 13 or more. There is a catch, however. After somebody reaches 13, everyone else gets one more turn, a last chance to get more brains.

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Next is Bowling For Zombies. In Bowling For Zombies, you are zombies, out for a bowl. You have zombies of different levels in your hand, as well as three body parts. First, you play a zombie. This is what you have to plan carefully. You don’t want the highest card, as the strongest zombie walks away in search of a snack. You also don’t want the same zombie as someone else, as equivalent zombies rip each other up. The remaining zombies get the loot. This is where you have to be careful, for the highest level remaining zombie picks the bowling lane he wants first, with lane values varying from 1 to 9.

Then there are the body parts. If you play the head, you can collect any two bowling lanes, so long as they add up to 9 or less. The next body part is the leg, which allows you to put it in another person’s score pile, counting as a minus 1. The last is the hand. The hand allows you to discard a lane. I did find the pictures on the cards a bit disturbing.

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Dead Money and Bowling for Zombies

The last game is Dead Money. In dead money, you have many cards that you are trying to get rid of. Each card has a special ability that comes into action when you play it. Some cards require 1 hand, some 2. You may play up to 2 hands worth of cards each turn. Some cards require brains. When you draw a brain, you play it in front of you. When you play a brain-requiring card, you also roll a die. If the roll is under the number on the top corner of the card, you drop the brain and it goes to auction. This is where the numbers really kick in. You use the numbers to construct the best poker hand you can, if you want the brain. There is, as usual, a catch. Each card has a symbol with either 1 or 2 coins. If you win the poker hand, you have to draw a card for each coin on the cards you played. The first person to end their turn with no cards wins.

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What Hue will win?

There is a game called Hue. It came in the Pack O Game with Fly and Shh, as well as many others. Hue is about… so subtle… colors. In Hue there are several cards with different colors on each. There are five colors. You are, in the long run, trying to create long lines of each color. Ish. Let me explain.Hue

Each turn you play a card, generally to make at least 1 line of a color longer. At the end of the game you count each color. There’s a catch, however. You only get to score 3 colors, depending which ones are on your chosen score card. Your score card is the one card that you decide you won’t play. If the color isn’t on your score card, and there’s a long line of it, you can use your poison card to block off that row. Be careful, though. You only get 1 poison card each per game. Poison cards make that chosen row worth 0 points, no matter how long.

When placing, you may chose to cover a part of the rows already in place. When you do, you must cover at least a full square of the card (divided in white lines). When scoring, show your score card, then count up the longest line of each color on your card. Then multiply the color on the middle square of your card by 2. Add the 3 colors, including the doubled one. The player with the most points wins.

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Off to a new Dimension!

There is a wonderful logic game known as Dimension. You’ve got length, you’ve got width, and you’ve certainly got height, but open up to a new Dimension, where everything is round. That’s right, this game is about balancing balls. But that’s not the best part. You’re structure of spherical shapes must fit the random criteria of the draw pile, or you will lose victory points.Dimension

Each player has 15 balls, 3 of each color. Each turn one person will flip over 6 goal cards, a.k.a. the random criteria, and then the timer. Some examples of goals are: black cannot be on bottom or green must touch white. You have until the timer runs out to build as large of a structure as possible while still fitting as much of the criteria as you can. In some cases there are goals that will contradict each other no matter what, like one goal saying that green must touch green and another saying that green cannot touch green. In this case, you just choose which one you don’t want to do.

At the end of each turn you score. You get one point for each ball you use, and you lose two points for each goal you miss. If you use all five colors, and complete all the tasks, you get a bonus token. These are important for end game scoring. If you don’t have any, you lose 6 points, so I recommend getting as many as possible. Will your structures be a round wreck or a celebrated cylindrical construction? It’s your choice!

I would recommend this for anyone who enjoys logic and building.

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