With only 16 cards and some loot cubes, Munchkin Loot Letter is quick and compact, featuring familiar cards from Munchkin and mechanics reminiscent of Knuckle Sammich. It’s a simple “draw one, play one,” with a hand size of one, leaving you choosing between two cards each turn. Each card has a value and an effect – the goal is to be either the last player standing, or the one with the highest value card when the deck runs out!
Effects come in a few different flavors, mostly ways to eliminate other players depending on what’s in their hand. By far the most common card is the Potted Plant, a 1-value card that lets you make a guess at what someone else is holding. If you’re right, they’re out! (You cannot, however, guess Potted Plant.) The higher value cards are deliberately inconvenient, meanwhile, like the Turbonium Dragon which must be discarded if you ever have the Net Troll or Dread Gazebo in hand. For a tiny, tiny deck, it’s impressively well-balanced! You’re meant to play multiple rounds, best-of fashion, with the loot cubes to keep track of who’s winning.
I have to tell you, looking up whether I’d already blogged this one was substantially more difficult than I expected – apparently there’s a lot of posts with “wild” and “side” in some combination or another! Today, however, I’m specifically talking about Wild Side, a dice game that actually takes a decent amount of precision!
Rather than the behavior of the players, “Wild Side” refers to the “Wild” side of the dice, which is a crucial part of gameplay. This is, in essence, a speed matching game – all players roll at the same time, and if any players match both a Wild side andsomething else, the first to slap the card in the middle steals a die from the other. Multiplayer is uncomplicated by only scoring one match per roll, no matter how many are possible – excepting multiple matches with the same person – and all-Wild matches with anything, while your last die has to match with everyone. More overarchingly important, however, is that the rolling is targeted: you have a designated square of felt your dice have to land on, or you can’t benefit this turn! You can match – that is, other people can match with you – but you can’t cash in your match with anyone else. Additionally, false positives are penalized, with the gun-jumper sacrificing a die to the middle. The next person to actually match gets that die too!
All of this comes together to form a game that’s surprisingly difficult, balancing precision, speed, and perception in the struggle to steal your neighbors’ dice. As one does. The game ends when someone runs out of dice to lose, and whoever has the most wins!
I was perusing the game library at a convention recently and happened to stumble upon Seikatsu, a gorgeous gardening game that makes excellent use of perspective!
All players share the same garden, enhancing the view from their color-coded pagodas by populating it with bird/flower combos, scoring points for matching adjacent birds as they do. Once the garden is full, they score again, this time for flowers! Flowers are scored in rows instead of clusters, still by type, and the rows are determined by the perspective of each player’s pagoda. I adore this mechanic – the use of shared space combined with directional scoring parameters? The dance of scoring points now and later for yourself, without also helping your opponents? Absolutely fascinating. And the koi of course can pair with anything.
This is one of those games that’s very simple – good for younglings or intense multitaskers. Feed the Kitty involves dice, mice, and a bowl. And that’s it!
Players take turns rolling dice, which will make them put mice in the bowl, take mice from the bowl, or give mice to another player. You only get to roll if you have mice in front of you, and you’re still in even if you don’t – there’s always the chance someone has to pass you some! Unless it’s a two-player game, in which case the end-of-game condition – when all but one player are out – is immediate. Sorry. The player who still has mice is the winner.
There is, of course, a fourth option on the dice: take a cat nap! Perhaps my favorite “no action” gimmick to date.
There are games that are rewardingly difficult, even educational (like Wingspan!), and there are games that are simple and hilarious. Monster Factory is one of the latter.
You’re building monsters. Like Dizios, you’re aligning like sides to like, only in this case it’s much more straightforward: there are purple/wide sides, and green/narrow ones. You draw one tile at a time and play it immediately on any player’s monster, provided it fits. It only gets discarded if there’s nowhere to put it! A completed monster is, of course, one with nowhere for new tiles to go. If all monsters are completed, the game ends; otherwise, the player immediately draws a tile as the base for a minion. When the game ends – which can also be caused by tiles running out – all completed monsters and minions are scored, monsters for total number of tiles and minions for tiles with eyes on them. What you want, then, is to build as large a monster as you can without running out of time.
And that’s it! That’s all the mechanics in one paragraph. Like I said: simple. The important part of this game is how fantastically ridiculous the pieces are, both on their own and compounded. One of our favorites is the green appendage holding a little screaming person! Which really sets the tone, don’t you think?
It’s always a delight when a game can multitask! Wingspan is one of those strategy games with lots of moving parts and several ways to earn points. We’ve played it four times now and I haven’t used the same strategy twice! It’s also an educational deep-dive into the birds of North America.
It’s essential that the core mechanics are simple – everything else is as complicated as you let it be, and as informational as you let it be, but the actual pattern all play follows is pretty straightforward! Each player has little colored cubes and a player board. Each turn, there are four actions available to them. The first is to play a bird in the leftmost open space in one of their three habitats, marking the column with a cube. After the first column, playing birds costs eggs.
The other three actions are specific to those habitats. In each case, your cube starts in the rightmost open space of the habitat, on the habitat’s ability itself, and then moves left, giving you the choice of activating each bird it passes over, provided they have a “When Activated” ability. (Also possible are “When Played” and “Once Between Turns.”) The habitats themselves are the forest, which lets you gain food – necessary to play most birds – from the birdfeeder; the grasslands, which let your birds lay eggs; and the wetlands, which let you draw more bird cards. A round is over when all cubes have been placed, and one is then used to mark end-of-round scoring. The result is that your number of actions each round goes down as the number of things each action does goes up. The game has four rounds. Scoring is a tally of the point values of your birds themselves, end-of-round goals, bonus cards (you pick one at the beginning of the game and can draw more later), eggs, food on cards (bird ability), and tucked cards (also a bird ability). Like I said – many ways to earn points!
And then, of course, there’s the technical aspects. The educational aspects. The part I’m nerding out over the most. Including the swift-start, the cards cover 180 North American bird species, including: their common names, Latin names, their habitats, what they eat, the continents they live on, nest type, wingspan, and how many eggs they lay in a year – that last one was brought down to scale. Some of these are just neat – continents, Latin names – and some are mechanically relevant! Various cards and end-of-round goals are dependent on nest type, or number of eggs in a particular nest type. (There’s a wild type that counts as everything, and in reality they have non-standard nesting habits. Like black terns, which apparently nest on water.) How many eggs the species naturally lays determines the limit for how many they can have in the game. Wingspan is relevant specifically when certain predatory birds are preying on the top card of the deck – if it’s below a certain wingspan, it’s edible. There is so much love and care and research permeating every inch of this game; it’s palpable and contagious. I expect the same is true of the expansions, too, which feature other continents! Someday…
Cowabunga is a saying, yes, and also a cattle-themed surfing card game. The goal is simple – to wipe out the least!
The execution is more difficult, and requires a combination of luck, memory, and mental math. The whole game revolves, unsurprisingly, around a wave, the height of which is altered by player actions. Each turn, you’ll play a Wave Card, adding to the wave height when the wave is rising, and subtracting when it falls. But be careful! There are also Obstacle Cards, numbered ten through thirty, and if the sum (or difference) of your play equals an opponent’s Obstacle, you wipe out! You’re not out of a game, but you do have to take a Cow Pawn.
That said, you do have one advantage – you get to see the Obstacle Cards when your opponents first draw them. You then have to remember which numbers they are, and hope your Wave Cards grant you the option of avoiding them. This is further complicated as the game goes on, because whenever someone takes the wave to higher than thirty, or lower than ten, not only does the direction flip, but the player to their right draws another Obstacle. In other words, if you’re the one to cross that threshold, the surf just got more hazardous for you.
Especially in a two-player game, you can reach a truly impressive number of Obstacles to remember. I think I had to avoid twelve numbers, the last time we played. Regardless of the number of players, the game ends when someone reaches four Cow Pawns or the last Obstacle Card is drawn. And as I said earlier, the player who wiped out the least wins!
There have been some changes to Hearthstone since I last posted about it, bringing good news and bad news. The bad news: they’ve discontinued Duels, which I was rather fond of. The good news: they’ve added a Duos mode to Battlegrounds!
Instead of eight players fending for themselves, four sets of two share health stats with their partner, and so must coordinate their approach. This includes the ability to Pass cards to your teammate’s hand at the cost of Gold. To that end, you can flag certain cards or other options (i.e. Tavern Upgrade) to confer with your opponent! It’s a very simple system, just a checkmark, an x, a question mark, and a portal symbol. Part of the joy for me has been learning how to click with each new teammate, because we all use the same four-symbol shorthand a little differently!
For the combats themselves, you and your teammate take turns fighting first, facing off one-on-one with an opponent until one or both combatants lose all their minions. Their teammate(s) immediately tag in, the fighting continues, and whichever team still has minions in the end does damage! If one player defeated both their opponents, their teammate’s minions fill in the empty spaces in their board and contribute to the damage total.
(Additional note: the Anomalies update I mentioned in the previous Battlegrounds post was, I believe, Season-specific, and isn’t currently in effect. They shuffle cards and rules like that with the major updates, so there’s always something new to play with!)
We first played Flyin’ Goblin back in January, the day it was gifted to Mom, and we’ve played it many times since. This is mainly because there are catapults involved.
Yes, you heard that right. Catapults! The “Flyin'” part of Flyin’ Goblin is quite literal; gameplay involves launching your Goblin meeples into the castle so they can pillage the Rooms they land in. Coins are used to recruit more to the cause, be they more soldiers to fling, the Captain, to fling with doubled effects, or Robbers, who chill on Roofs and burgle a Diamond a turn. Diamonds are one of the victory conditions; your other option is to build all tiers of the Totem without your opponents knocking it down. (The Totem also sits on a rooftop, and costs Coins to build.)
The actual catapulting is a mix of accuracy and speed – you want to land in specific Rooms, certainly, but you also want to launch all your Goblins! Everyone starts this step at the same time, and continue at their own pace until all but one player have called out “Finished!” The last player then gets one more launch.
Alongside resource Rooms, there are a couple that have penalties, and several that simply have effects. Whether they’re good or bad depends entirely on what you were looking for! They are not, however, optional. If you land in the Pantry and you have two Coins, you must trade them for two Diamonds.
The “honeypot” of the arrangement is the King’s Bedchambers, which give you three Diamonds for landing there. If you gained the Balcony by knocking the King off it (not visible in my pictures, as the King has already been displaced and given his consolation prize of a lower Roof; at the beginning of the game, the Balcony balances over the top of his Bedchambers) you get five instead! Knocking the King down from his lower Roof will also gain you the Balcony, later in the game, but now you’re just bullying the poor guy.
If you’re not familiar with the serotonin rush of flinging little game pieces at the board for points, I highly recommend it. Good for the soul. Try not to hit the other players, though!
Scarf-N-Barf is a vomit-humored game from Steve Jackson Games, and both very simple and very quick. It’s exactly what it says on the tin; you’re going to (in card game manner, thankfully) eat lots of junk food, then go on crazy rides and try not to hurl.
For breakfast, lunch, and dinner each – you’ve spent all day doing this, vomit not deterring you – you’ll pick three of the six cards you’ve been dealt, representing the food you eat. Some of these sound really good: Cheese Curds! Some do not, like the Chowder Pop. All foods have a color-number combo associated with them; the more points its worth, the more of these criteria they have. After everyone has picked their meals, three Rides are dealt (with names like “Tilt-A-Hurl” and “Hork-A-Tron”) which all players will suffer together. One Ride at a time, the corresponding color dice will be rolled, and any food items that match both the color of the die and the number rolled are lost; you throw up straight into the discard. Any foods that survive all three Rides are successfully digested. At the end of the day, the player who’s retained the highest point value wins!
This is one of those games that’s about luck in a variety of ways. The cards you’re given. The dice indicated by the Ride cards. The way you actually roll. Doubles on your cards are a pain; doubles on your dice are a gift. There are several ways to strategize and none of them are guaranteed to work. The chaos is palpable. And your actual stomach’s contents are safe, unless the concept (or the cards) makes you queasy.