Let’s Summon Demons!

Actually, please don’t — the world is enough of a mess as it is. But if you’d like to satisfy that urge by pretending to summon demons, I have just the game for you!

Like Let’s Dig For Treasure, Let’s Summon Demons relies heavily on luck… but while I suppose there’s still some luck of the draw, this game is more about luck of the dice. Allow me to explain: each player starts with a candle card, which has two numbers on it. When one of those numbers is rolled — by anyone, not just you — you get to collect a soul token. These act as a form of currency — once you have 3 souls, you may trade them for one of the five sacrifices on the Block (face-up in the middle of the table). Each of these has their own ability and activation number. For instance, the Goldfish: when activated, you may choose to discard the Goldfish and collect five souls. Like all animals (and only animals) it activates on the number 7, whereas children have a wider range. Children are also split into two categories, Sweet and Rotten. Some abilities only affect one or the other, like Sweet Destiny, who when activated lets you activate another of your Sweet children. (I had, at one point, two Sweet Destiny cards and a third Sweet child who’s ability was “Collect 2 souls.” Five was an excellent number for me.)

Each player also starts with three random demon cards, hidden from everyone else until they’re summoned. How do you summon a demon, you ask? Well it’s actually quite simple, at least in the game! (You didn’t think I’d tell you how to actually summon a demon, did you?) Just discard 3 children and/or animals from your collection, and choose which of your demons you’re summoning. Like sacrifices, demons have abilities, some of which are constant (‘other players can’t steal from you,’ for example) and some of which have activation numbers. Unlike ordinary activation numbers, however, these are only activated if their player rolls them.

The first person to summon all three of their demons and have ten souls wins!

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Let’s Dig For Treasure!

…in a graveyard! (Whose idea was this again?!) But hey, it’s actually a really fun way to pass the time.

Ok, that sounded bad. Let’s Dig For Treasure is a press-your-luck style card game in a trio of recent releases based on the artwork of Steven Rhodes. See? Not actually digging in any graveyards. That would be ill-advised. But anyways, on to the game!

Like I said, Let’s Dig For Treasure is a press-your-luck game. The deck is split into 3 Dig Stacks, and on your turn you choose one, flip the top card, decide if you’ll risk flipping the next, and so forth, until you either choose to stop, or the game chooses for you. This can happen if you draw an Evil Skeleton (your turn ends immediately), or two Worms cards. If you stopped of your own volition, congratulations! Everything you collected over the course of that turn is now yours to keep.

Cards are split into 3 categories: 1) When You Dig This Up, which get used as soon as you draw them, 2) When You Score This, in other words, resolve these when you decide to call it quits, and 3) When Scoring At Game End, which is fairly self-explanatory. As a general rule, When You Dig This Up cards are… not very nice. Sometimes not nice for you (Evil Skeletons and Worms), sometimes not nice for everyone, like the Tweenage Mutated Samurai Worms, which are placed next to one of the Dig Stacks, and make it so anyone drawing from that deck only needs one Worms card to strike out. By contrast, When You Score This cards are usually helpful, and When Scoring At Game End cards are… conditionally valuable. Examples of the latter include Board Game and New Kid, both of which are worth 0 points, unless you’re the owner of the game, in which case Board Game becomes worth 5, or this is your first time playing Let’s Dig For Treasure, in which case New Kid becomes worth 20.

The game ends when one of the three stacks runs out of cards, and whoever has the most points wins!

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Cthulhu Fluxx

Have you gotten the impression that I really like Fluxx? Not yet? Maybe you should check out my other five Fluxx posts! I’ve written about Firefly Fluxx, Chemistry Fluxx, Doctor Who Fluxx, Jumanji Fluxx and Eco Fluxx.

Oh, and one more! The basic, core mechanics of Fluxx, which you can find here. Like I outlined in that post, there are four types of cards that all Fluxx decks have in common: New Rules (yellow), which are fairly self-explanatory, Keepers (green), which you (shocker) get to keep in front of you, Actions (blue), which are discarded upon being played, and Goals (pink), which go in the middle like New Rules and list the Keepers (or occasionally Creepers) you need to win the game. Creepers are black cards, and they’re like Keepers, but bad – if you draw one, you immediately have to play it and redraw, and you can’t win with one in front of you unless the Goal says otherwise. Not every Fluxx deck has these, nor do they all have Surprise cards (purple), which can be played any time, even when it’s not your turn.

Cthulhu Fluxx has all of the above, but also Ungoals (red) — if the criteria is met while the Ungoal is in play, the game ends and nobody wins. That is, unless you’re playing with the Meta Rule, Cult Clash, in which case the player with the greatest number of Doom points on the table wins… unless someone has the Secret Cultist, in which case they win, and if there’s a tie the player with the most Keepers or Creepers mentioned in the Ungoal claims the victory.

“Hold up. What are Doom points?” You see, aside from the Ungoals and the Eldritch Horror-themed cards, Doom points are what make Cthulhu Fluxx unique. They’re little upright hourglass symbols on certain Keepers and Creepers, including Cthulhu himself, who actually has three. These are important, not just for Cult Clash, but for cards like the Ungoal The Dunwich Horror, which ends the game if, 1) the total Doom count for the table is 6 or more, and 2) someone has Yog-Sothoth in play. “Six?!” you might be asking, “Cthulhu puts you halfway to that all by himself!” True, true, but there are also Anti-Doom cards like the Cat, which have a sideways hourglass and subtract Doom from your total. The other special classes of cards are Investigator Keepers, identified by a magnifying glass, and Attachable Creepers, which attach themselves to Keepers in play like the parasites they are. (I.e. Nightmares, which attach to an Investigator and stay with it until both are discarded… unless you have the Dreamer in front of you, in which case you can detach and discard those.)

I’ve yet to play a Fluxx I didn’t love, but this one I especially enjoy because of the additional mechanics that set it apart. Well, and the Cat. So what are you waiting for? Come investigate Secrets Man Was Not Meant To Know and lose your sanity over a game of Cthulhu Fluxx!

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Munchkin – The Basics

I just recently realized, despite the several different variations of Munchkin explored on this blog (Legends, Oz, Nightmare Before Christmas, and Shakespeare) I’ve never properly covered the basic mechanics here. So guess what we’re talking about this week!

There are two decks: Door cards and Treasure. Officially, every player starts with two cards from each, but we usually play the quick start, which is 4. Door cards come in a lot of variety, namely monsters (which you fight), curses, single use combat modifiers, races and classes (ex: elf, thief), and some miscellaneous cards that let you ignore certain rules, such as Super Munchkin, which lets you have 2 classes.

Treasure cards are either Go Up A Level cards (you’ll need some sort of token to keep track) or items, which can be subdivided into equipment and one-shots. Equipment are things that provide combat bonuses for as long as you have them equipped, such as Scary False Teeth (+1 bonus) or the Boots of Butt-Kicking (+2 bonus). There are certain limitations, of course, such as you can only hold 2 hands’ worth of weaponry at a time. Some of these are also limited by sex, race, or class. For instance, the Hammer of Kneecapping (+4 bonus) is usable only by dwarves, and the Very Holy Book (+3 bonus) can only be used by clerics. Can’t use an item you have? Don’t worry! You can play it tapped sideways, which doesn’t give you the bonus, true, but it also doesn’t count towards the hand limit. This goes for the one-shot items, too, which is the difference between single use Door cards and single use Treasure cards – since items all have some value listed, they can be tapped; they can also be sold for 1 level every 1000 gold, no change if you go over.

Your actual turn looks like this: first, if you have cards you’d like to play before starting your turn proper, now is the time to do so. You don’t want to walk into a potential combat underequipped. Next, you kick open the door, flipping the top card of the door deck face-up. If it’s a monster, you fight it (we’ll come back to that), if it’s a curse, you take the penalties as written on the card, and if it’s pretty much anything else, you read the card out loud to the table (we may be backstabbing munchkins, but we’re courteous backstabbing munchkins) and then put it in your hand to be played when you so choose. Finally, if you didn’t fight a monster this turn, you have a choice: loot the room, or look for trouble. If you loot the room, you draw the top card of the Door deck — face down this time — and proceed to the “avoiding charity” part of gameplay; to look for trouble, you play a monster from your hand and fight it.

“Why would you voluntarily go looking for trouble?” you might ask. For two good reasons, my friends: 1, defeated monsters leave treasure behind! We do crazy things for treasure. And 2, you go up a level each time you defeat a monster. Not only is the goal of the game to reach level 10 first, but that last level can only be achieved through combat, and sometimes the deck is taking too long to bring that about by itself. “Ah, ok, treasure and levels, that seems reasonable,” you say, “So how does combat work?” I’m glad that you asked. Each monster has a level from 1-20, sometimes with extra rules depending on the opponent. I.e. Filthy Geats are usually a Level 11, but are at a -3 against Bards. For you to win the combat, the sum of your level and all your various combat bonuses must be higher than the monster’s total level; monsters win ties unless your class is Warrior. At this point, all players, yourself included, are free to play additional modifiers that affect the combat, on either the player or the monster as indicated by the cards they’re using. If you suddenly find yourself losing a fight, ask for help! You’re allowed to recruit one other player to your fight by offering them treasure. If they agree, their total combat strength is now added to your own.

If you can’t feasibly win a combat, either because you drew a level 20 on your first door-kicking of the game or because your friends really don’t want you to win this one, you have to roll to run away. With a 5 or a 6, you succeed, and escape unscathed but without treasure or level rewards; if you fail, you suffer the Bad Stuff as outlined on each monster’s card. Hopefully you just lose a level. (If it kills you, that doesn’t mean you’re out of the game! …it just means you lose all your cards and items, except your race and class. Ouch.) If, on the other hand, you win the combat, congratulations! Go up a level, draw the specified number of Treasure cards — straight into your hand if you fought alone, or face up if you won with help, and divvy up the loot as agreed.

I mentioned “avoiding charity” — at the end of your turn, if you have more than 5 cards in hand, you have to give the excess to the lowest level player at the table (split as evenly as possible if there’s a tie) or discard some if you are the lowest level player. As such, there’s a certain frantic rush to play or tap as many cards as possible.

And that’s the basics of Munchkin! Like I described it in the Munchkin Legends post: kick open the door, fight a monster, loot the room and stab your best buddy in the back.

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Sardines

I’m not advertising oily fish, I promise. Sardines is a game!

It takes almost no preparation to play Sardines… just some friends (the more the better!) and a place you’d be able to play Hide & Seek in. In fact, let’s talk about Hide & Seek for a moment. There are many variations, but the basic idea is that most of the group runs off and finds places to hide, while one or two stay behind and count to a predetermined number before setting off to search for everyone else. Once they’ve found everyone, the round is over.

Sardines is a lot like that, but in reverse. One person goes and hides, and once they’ve had some time to find a good spot, everyone else goes looking for them. You don’t want to search in a pack, however, because once you find the person, you hide with them, until the last person finds the whole group. Depending on where you’re hiding, this can lead to being packed in pretty tightly (like sardines) especially if your spot is a closet or something otherwise unsuited for the number of people.

It’s fun and easy to teach, with plenty of hushed giggling to go around!

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