We’re On Tour!

Now, wait, don’t get too excited, I’m not actually going on tour. Rather, I’m talking about a game called On Tour, in which you’re musicians trying to plan a tour to hit as many states as you can. It’s like 10 Days In The USA, right? Well, no.

On Tour board game with most of the locations filled in

For starters, it’s played on an erasable board with dry erase markers, but that’s not all. You see, in On Tour, you can only go to adjacent states in a given move. You’re also not going to only ten states, you’re going to as many as you can. And where you’re going isn’t based off of the color on the board, nor on adjacency alone, it’s also based on numbers. “What have numbers got to do with this,” you ask? Let me explain.

Each round, you flip over three state cards, and roll a pair of dice. You’ll get two numbers from the dice, once with the first die in the tens digit and the second in the ones, and one vice versa. For instance, if you roll a 2 and a 6, one of your numbers will be 26, and one will be 62. You then put each number in a state within at least one of the regions of the flipped cards, or, if you roll doubles, you put a star on one state in the available regions instead, which serves as a wild number. You can circle the number/star if you put it in one of the states you flipped, and not just the region. Eventually, every state will have a number or a star.

When finalizing the tour route, you can only go to a state of equal or greater numerical value to the one before it, so the game is a challenge of lining up the numbers in a manner that allows the most states without spreading them out so far that a stray number blocks the path. You also get bonus points for each circled state you visit, so try to incorporate as many of those as you can!

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Welcome To Catan!

I’ve mentioned Kids of Catan before, but it was recently brought to my attention that I haven’t spoken about Settlers yet. Settlers of Catan is a game of resource collection, building, trading, and, of course, backstabbing.

Settlers of Catan board game

Each person starts with a settlement and a road. The settlement is at the intersection of three hexagonal tiles, each with resources on them. There are five resources – ore, lumber, wheat, brick, and sheep. There’s also the desert, which people avoid starting adjacent to because it has no practical purpose to neighbor. Each resource tile has a number on it. When that number is rolled, every settlement adjacent to any tile with that number gets the resource specified on that tile.

Resources can be used for many things, namely, building. Building roads, building settlements, building cities…. They can also be used to trade for things you do want, either with other players or with the bank, though usually the deal is better with people. You can also trade them for development cards, which have various perks.

There’s one special number that has only one tile it is present on, and that number is seven. Seven is on the desert. “Why would seven be on the desert?” you ask, “You said the desert is useless.” Yes, yes it is, but it’s resource isn’t. When you roll a seven, you get the robber. Instead of everyone getting something useful, you get to take something useful by placing the robber on a tile and stealing one random card from one player that neighbors that resource. That resource is also blocked, so until the robber is moved again no resources will come out of that tile, even if it’s rolled. I may have gotten in trouble once for blocking a tile that all three of my opponents had settlements near, which proceeded to be rolled by each of the three of them, in turn, before the dice got back to me and I rolled another seven. Whoops.

In the end, the game comes down to who gets the most stuff fastest. Settlements, cities, longest road, largest army, extra point cards… you get the idea. If you’d like to read a comedy piece pointing out the logical flaws of Catan, click here. It mentions some more complicated processes, like Universities, which are from the expansions that I don’t think I’ve played, hence I haven’t mentioned them here.

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Throwing Killer Baby Dinos!

Well, okay, that’s an unlikely result. But it’s what the friends who introduced us to Evo called it. What is Evo, you ask, besides throwing killer baby dinosaurs? Well, it’s a game of dinosaurs trying to survive and reproduce, in an ever-changing climate with new mutations to match, and the unlivable temperatures of each area necessitating migration, and sometimes a fight, to be able to reproduce, and hopefully survive the “survival phase” better known as the “death phase.”

Evo board game

There are a lot of fun parts to this game, but by far my favorite is the mutation phase, because of all the options. What happens with the climate phase, which comes first, is a new climate is arranged, determining which spots are hot, which are cold, which are instant death, and which are safe. Mutations make it easier to survive with a number of possibilities, like an extra pair of legs for more movement, fur to protect from cold, thermal regulation to protect from heat, extra babies to, well, get extra babies… and the special mutations.

Special mutations are a real treat. I honestly haven’t seen most of them, but there are special mutations for increased attack, increased defense, a ton of other awesome things I don’t remember, and the two from which this game got its nickname, Throwing Killer Baby Dinos. The first is called Hard Shelled, which allows the baby dino to be one space away from the parent, as opposed to next to it (usually babies are born in the tile adjacent to their parent). The other, while I don’t know its official name, is, in essence, Killer Baby Dinos, stating that the baby can be born into a space with an enemy dinosaur. Presumably, a fight ensues, though we didn’t actually get that tile during our round. While getting both special mutations to throw Killer Baby Dinos is unlikely, it’s a fun concept!

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Escape Rooms! …Digitally?

Yeah, you read that right. So, as far as I know, I’ve never done a real escape room. I have, however, done plenty of these online ones! A while back I stumbled upon HoodaMath (probably thanks to school friends, but no guarantees on that) and consecutively their entire Escape Games page. My cousins and I obsessed a bit, all three of us hovering around the screen and binge playing them together.

I’m not really going to be comparing this to real escape rooms, since, as I already mentioned, I haven’t really done those. Hence, these will be judged by their own merit and someone else can do a comparison.

There’s always a little bit of plot. Let me start there, because… well, the game starts there. They aren’t just throwing you into the situation; they have a blurb at the beginning explaining why you are where you are and usually some reason for why you can’t get out. You got lost, you stayed too late and the gates are now closed, etc. Not always realistic, but not all of the games are either. Hence, Escape with Hansel and Gretel.

The rest of the game is running around using the green room movement arrows and clicking on things to find clues, helpful objects, and locks of various types that need opening with your smarts and the clues you’ve found (or haven’t yet). They have an impressive variety of things to do and find, and despite the kids’ game animations they’re still difficult for me. In other words, fun!

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Eat This!!!

Or, really, please, please don’t. We need that. You know, for the rest of the game. And hopefully the many to come after. Because throwing burritos at your friends is too much fun to pass up.

Throw Throw Burrito items - 2 squishy burritos, a stack of Burrito Bruises, and a Fear Me token

Yes, you read that right. Throwing burritos. Yes, I’m serious. No, are you crazy? Of course they’re not real burritos! Do you know how much of a mess that would make?

Throw Throw Burrito is a fun speed game that involves collecting sets of crazy cards, and sometimes throwing fake burritos at your friends, in a variety of ways. You can duel with one other (like a good old Western back-to-back, walk, turn and draw), battle between just two, or have an all-out war, giving someone else (hopefully) a Burrito Bruise!

But that’s only if you get three cards of that type and color. Otherwise, you’re collecting other types of cards in groups of three, looking to gain points to become the Burrito Master, to be feared by all. There are no turns, just drawing from your deck and discarding on top of someone else’s, and occasionally drawing from the pool decks. So, you know, points for points and burritos because… throwing stress burritos at people is lots of fun? I mean look at those! They’re adorable and squishy and so much fun to peg Mom with. Repeatedly.

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Fire Boy and Water Girl

“Don’t die. No! No, green mud, jump jump jump…” Game over. This is about how games of Fire Boy and Water Girl go when I’m playing with my best friend. Technically, I’m not sure that it’s supposed to be a two-player game, but that’s how we always played it within our friend group. After all, there are two characters, and it’s easier to each take one than to play two characters doing completely different things at the same time. Then again, sometimes you really don’t want to have to share the controls, especially when it’s your seventh time running that map because someone keeps missing the jump (though realistically, who that someone is varies. It’s been you, too).

See, in this game, Fire Boy is controlled by the arrow keys, and Water Girl is controlled by WASD (try keeping those straight in your head as you try to avoid jumping to your death with two characters at once) and each can only traverse their own elements. If either of them steps in the other’s element, they die. This means that sometimes only one can go in a certain direction. There are also colored gems that only the matching character can retrieve, also suggesting that they should be the one to go in that direction. Green mud kills both, and is the bane of absolutely anyone trying to coordinate a jump on a swinging log so that they both make it across the pit.

You are scored (well, graded, it’s a letter grade) based on how long the round took you, and once you succeed the branching levels from it open up for attempts. I say branching because not all of them have only one track; some have three or more options from which to choose. You can always go back and play the other tracks as well.

Each version of Fire Boy and Water Girl has different systems special to it, like the Light Temple’s mirrors and portals and stuff, but I’ll leave those for you to discover on their own. I usually play it on Cool Math Games (1, 2, 3, 4). There is an official Fire Boy and Water Girl site as well, which is the one I’ll link to hereafter. This one has five versions, in order: The Forest Temple, The Light Temple, The Ice Temple, The Crystal Temple, The Element Temple.

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I can’t get through! There’s a Bearicade!

No, that isn’t misspelled. I really did mean “Bearicade,” not “barricade.” That’s because Mom and I recently played a wonderful card game called Bearicades, about forests and scared prey, and big, scary lumberjacks and equally big and scary predators, but they happen to be playing defense and trying to protect the prey, so they count as the good guys. You know something’s gone really bad to get the predators and the prey to team up!

Bearicades

So there are these cute animals, all innocent and stuff (yeah right, like that snake wasn’t just waiting for a lumberjack to bite!) that are specially grouped into forests. You can choose whether you want to play beginner style by color, or by ring numbers. Each has a special ability, which will be activated as specified on the card (sometimes it’s when the animal runs away, when you Flip the card, or some, like the Salmon, can just be activated whenever).

Then there are the lumberjacks. The active player for the turn (designated by the Frog) draws the top lumberjack and places him in the middle. But of course, no lumberjack lumberjacks by himself, so each lumberjack card lists a certain amount of friends of his who also get drawn. The active player then gets to distribute the lumberjacks between the forests in whatever manner they like, the only rule being that each has to have one.

Then comes the predator phase. There are some really cool predators in the deck, like Cougars, Bats, Foxes, and Angry Bees, but most of the predators are Bearicades. No, not “bears,” “Bearicades,” named as such because they can block a lumberjack, leaving both in play but, at least for the time being, neutralizing the threat. Bearicades also have abilities that can be utilized if they are discarded, depending on the species of Bearicades, including Flipping an animal, forcing lumberjacks to Run Away, or allowing a trade of themselves for another Bearicade in the discard. Other predators can do similar to the latter two, though some allow a switch for any predator in the discard, instead of just Bearicades.

In the sad event that a lumberjack is unstoppable and reaches your forest, you must choose one of your four animals to Run Away as a result. The good news is, the lumberjack follows it over to the discard pile. Some animals also have effects centered around running away, making them the strategic choice, depending on the situation. The bad news is, that animal is out of the game for good, and you only have four of them, so you have to be careful!

Once all of the lumberjacks have been taken care of in some way or another, whether they’re staring down a Bearicade or the back of another lumberjack in the discard, it becomes Night. The player with the Frog draws one Predator for each player still in the game, getting first pick as to which one they want. Each player gets one Predator to add to their hand, and then the Frog passes and the next long day of fighting off the evil forces of humanity begins.

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The Word On The Street is… Junior!

Gee, another Out-Of-The-Box game! It’s almost like we have a lot of those in our house… Word On The Street Junior — surprise! — a word game. And, more than that, it’s on a street! That would make sense, given the name, right? Well, it’s true. The board is a five lane street (Honestly folks, can’t you choose an even number like a normal street? Jeez.) with the entire alphabet up the middle. Oh, wait! The middle is green, so it’s probably the grass divider between the two directions of traffic. But then the letters are… Yikes! Yes, kids, drive perpendicular to the street and across the dividers. Good plan. Word on the Street Junior

The players divide themselves into two teams and sit on opposite sides of the street. At the beginning, everyone decides whether it will be a green game or a blue game (easy or hard). The cards are shuffled and then set to have either the green or blue side facing out from the little card holder that just barely covers the questions (so you can’t cheat).

One team flips the timer while the other pulls a card. The card has a category (like “A Month” or “Something Blue.”) The team with the card has until the timer runs out to confer and choose something of that category. It must be one word (proper nouns are allowed, obviously, otherwise “A Month” would be pretty hard criteria to meet) and in English (no smart translations, sorry!), and the whole team must agree on it.

When the team has decided, they go through, spelling the word, moving each letter tile in the word one space closer to their side of the board. Once they move the third time in that direction and off the board, they have been captured and can no longer be moved. Whenever that letter is used in a word, it is simply noted as out of play and they spell the rest of the word. This is partially because the game would be incredibly difficult to play once the main letters (especially the vowels) had been used if you couldn’t use words with letters that had been captured, and the game would be over far too quickly.

For similar reasons, the board is five lanes instead of one or three, to allow the space for the players to give and take with the pieces, pulling it to the brink, then having it pulled back to the center, then slightly one way, then further the other, and so on. It’s quite amusing to watch the pieces move back and forth, and adds a strategy level to the game: it isn’t just about long words, it’s about finding the words with the letters on either edge to steal theirs and capture yours.

I think it would be fun to just play through everything and count up at the end, but that gets hard when the only letters left on the board are Q, U, W, V, Y, X and Z, in any combination thereof. So instead, the goal of the game is to have captured at least eight letters. The first team to do so wins.Facebooktwitterredditpinterestlinkedinmail

Can You Survive the Oregon Trail?

Wow, this is an old one. For those of you who don’t know, Oregon Trail is a DOS game that came out in 1990. My Social Studies teacher last year gave us a link to it and an entire class hour to just play, because it’s historical and all that. Everything is run using typed commands, like numbers, Enter, Y and N. (Yes and No.)

In Oregon Trail, you get to choose a difficulty setting. You can be the banker, with a ton of cash for supplies, the carpenter, with less, or the farmer, with very little. The less cash you’ve got at the start, the more points you get for surviving. You also get to choose what month to leave in. Too early, and it’s too cold at the start, too late and you freeze near the end. Nasty business, weather. You name the 1-5 people in your party. You have to buy your supplies in the shop before you leave (because obviously, you wouldn’t leave without supplies, would you? That would just be dumb), but thankfully, the guy at the shop gives you some guideline suggestions on what to buy.

As you move along the trail, you can adjust your pace and rations while watching your party health and supplies. You can buy supplies at the forts along the way, trade with other travelers, or hunt for food. If the weather gets extreme or someone gets hurt, you can rest for a few days, but don’t lose track of time. You still have to hit Oregon before it gets too cold.

You get to cross rivers, and, near the end, you have to choose paths. There’s also the looming possibility of someone dying. The caravan leader dies last, since that character is “you” and it’s hard to play when you’re dead. I heard that one of my friends played a game with Batman (leader), Superman, Wonder Woman, Aquaman, and the Flash. Aquaman drowned, and Superman, Wonder Woman and the Flash died from exhaustion. How ironic is that?

So basically, cross the country, and don’t die. Simple, and old school, but fun.Facebooktwitterredditpinterestlinkedinmail

Ninja versus Ninja

Or Dojo vs Dojo, or Martial Arts Masters Using Their Students As Pawns For Their Own Personal Gain By Having Them Infiltrate The Opposing Dojo. But Ninja vs Ninja sounds cooler.Ninja versus Ninja

At the beginning, your ninjas line up in a sort of blocky V formation in the back of your dojo. Or, well, more of a U, I suppose. Anyways, all of the ninjas besides the shadow ninja and the ninja master line up in a cool formation in the back of their dojo, while the shadow and the master stand at the side. The shadow isn’t really a ninja, just the shadow of one, but the shadows only mirror the ninjas when they’re in the other dojo.

For whatever reason, the two dojos seem to be directly across from each other, with only three blocks seperating them from each other. Thr street, perhaps? Whose idea was it to put the two schools on the same street, let alone directly across from each other? That must be terrible for business!

A ninja is only allowed three turns for a mission, which starts as soon as they step on the middle blocks. Does this mean that they live in the dojo? And only one ninja can leave the dojo at a time, which also seems silly. Wouldn’t a mission be easier if they had multiple people on it?

The shadow follows the ninja into enemy territory, like a true shadow does. How far the ninja can move into enemy territory depends on a pair of swords, which are rolled as dice. (Seems a bit dangerous, doesn’t it?) Which side of the sword faces up determines how far he can move, like some creepy omen saying, “The sword is on it’s right side, so you may only move one space, or you shall be cut down.” Weird dice.

It is impossible for a ninja to walk through another ninja, but if he stops in a space that is already occupied by an opposing ninja, he is morally obligated to cut down whomever stands in his way. Sheesh, dude, just say “Excuse me” next time.

The ninja must return to his dojo by the end of the third turn of his mission, or he falls over dead. Don’t ask me why. This involves turning around and walking back, at which point his shadow detaches itself and stays put. When he returns, he is scored by… How far his shadow moved on the enemy wall? Which is actually the number of spaces he went into the enemy dojo. The shadow returns from the enemy dojo and the master moves that number of spaces into his.

The goal of the game is to kill all enemy ninjas, or to have your master move seven spaces into your dojo. Why seven? I have no clue.

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