Whirling Witchcraft

Whirling Witchcraft is one of those rare games where the mechanics felt new! You start by taking a board, a cauldron, and one of the two personality cards you draw. The one you pick will have your starting ingredients on the back, which are colored cubes you take from the supply and place on their matching track of your board. There are nine spaces for Mushrooms, Spiders, and Toads, four spaces for Mandrakes, and three for Hearts of Shadow. That’ll be important later.

Some personality cards have recipes, while others have abilities. You’ll also draw a hand of four recipes from the deck. These will let you convert specific ingredients into others, some of which are a one way reaction, and some of which can go either! The personality card in the picture is the Spider Summoner, whose recipe turns three Mandrakes into five Spiders.

All players will pick and reveal the card they’re playing simultaneously. Players will then use the ingredients they have on their workbench to fulfill as many of their recipes as they want. You keep your recipes between rounds, so the further you are into the game, the more options you’ll have! The spent ingredients are returned to the general supply, while those produced are taken from the supply and set in that player’s cauldron. This is important because they aren’t actually going to keep them! Once all the recipes are done those ingredients will be passed to the right, and the next player over will have to place them on their tracks. If they run out of room, the rest of that color goes back to the player it came from, into their scoring circle! The result is what I call “ingredient homeostasis,” where you’re trying to have enough of an ingredient to use in your recipes, but little enough that your workbench doesn’t overflow.

But there’s more! When the cauldrons of ingredients pass to the right, the rest of your cards pass to the left, so you have to balance playing the recipes that help you most with not giving your opponent the ones most likely to hurt you. Some cards also advance your three Arcana tokens on your Arcana card. When the token lands on or passes an even number, you get to trigger its effect! The Potion arcana lets you add one ingredient of any type from the supply into your cauldron, while the Raven lets you remove two cubes from your workbench and the Book lets you pick a type of ingredient, and take all of that ingredient from the supply instead of your board when filling recipes for the turn.

Altogether, it’s an intricate balancing act, done while your friends are trying to trip you and you’re reciprocating in turn. The first person to accrue five cubes in their scoring circle wins! This game goes quickly, so there should be plenty of time to play again and try another character. Plus the boards are pretty!

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Livin’ That Redneck Life

Let me start by noting that I usually ignore the recommended age for games, but the 13+ suggestion for this game – and by extension this post – is reasonable. The humor is a bit off-color, and if your preteens start asking about – or already understand – the Moonshine Chart results, it’s not my fault.

That all said… Redneck Life! Because somebody looked at the Game of Life and decided this version needed to happen. For any of you who aren’t familiar with Life, the basic premise is that you roll, move, resolve the text of the space you land on, and you’re trying to have as much money as possible by the end of the game. Or, in Redneck Life, the most teeth left. In this variation, you start the game with no money, but you also don’t need to have money to purchase things; you may instead choose to take red Check ‘N Scrams, worth $100 of debt each. At the end, every $100 you have can be put into buying new teeth to replace the ones you’ve lost, while every $100 of remaining debt is another tooth gone.

Like in Life, there are a few Stop spaces you’ll land on no matter what you rolled. At the first Stop, you’ll roll for the school grade you completed (and its corresponding career, i.e. if you dropped out after 7th grade you’re a taxidermist) and buy a rig, which will have to fit however many young’ens you accrue, or else you’ll have to buy another. I’ve found it’s cheaper to buy high capacity vehicles to begin with, since you can’t sell them back to the Rig Rodeo if your family outgrows the car. At the other Stops, you will inevitably get married and buy a house, get divorced, and marry again. You’ll have at least one red-headed step kid named “Darryl,” and you could just as easily have six, in which case we like to spell them all differently, just for giggles. There was one game I finished with eleven young’ens total, so like I said, get a big car!

There are many other entertaining features, like the Tobacco and Moonshine Charts, Go Redneckin’ cards, and the hilarious names that abound (my favorites being “Denise” and “DeNephew”), but I’ll let you discover them for yourselves, if you’re so inclined. It’s good for a laugh! Just, as I said, not entirely child appropriate. Rest assured that we had no idea my grandma owned this game until all of her grandkids were old enough to play.

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Don’t Forget To Walk The Dogs!

All 63 of them! Why are you responsible for so many dogs? I have no idea, you’d have to ask the SimplyFun folks who came up with Walk The Dogs!

The game starts with all 63 dogs lined up nose-to-tail in the center of the playing area. That’s a lot of plastic pups, so the line will probably curve a few times, but the important part is that there’s a clear front and back of the line. Once the game has started, players will also have their own lines in front of them, which should also have an obvious direction.

Players start with two cards and draw one, then play one each turn. Most of the cards are Dog cards, which indicate a number of dogs and a side of the line – front, back, or one dog from each. When you play these, you take the indicated number of pups from the appropriate section and add them to your own line, front or back, in any combination. Once your pups are placed, their order is almost always unchangeable, though there are three Leash cards that let you claim a dog from an opponent’s line instead of the general stock. In the end, the goal is to have as many of the same breed in a row as possible!

If anyone gets five matching dogs in a row, they automatically win. Otherwise, the game continues until all the dogs from the middle are taken, and chains score exponentially – one poodle in a row is one point, two make four points, and so forth. The player with the most points wins!

There are also a couple special cards that are played immediately when drawn and replaced. The first is the Bone, which is a three-point bonus awarded to whomever has the least dogs when the card is drawn. Fewer dogs, but happy dogs! The other card is the Dog Catcher, which causes everyone to lose their longest exposed group of same-type pups. (If the front and the back each have chains of equal amount, they get to choose which goes.) All discarded pups go back in the Doggie Bag, never to be seen again. At least, not this game!

While Walk The Dogs is theoretically designed for elementary schoolers, and accordingly easy to learn, the lines’ static nature makes it challenging and fun for strategists of any age.

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Hey, That’s My Fish!

Which is something my cats might say when the others are trying to steal their lunch, but it’s also the name of a game about penguins! In Hey, That’s My Fish! players compete to collect the most fish while the ice floes shift beneath them.

The board is made up of 1-, 2-, and 3-fish hexagonal tiles, arranged in rows. Players have colonies of 2-4 penguins each, depending on how many people are playing, and take turns placing them on 1-fish tiles until everyone’s penguins are on the board. Then, the game begins! On your turn, pick one of your penguins to move. It can move as far as you want, so long as the movement is in a straight line and the tiles between are vacant. Once you’ve moved your penguin, you remove the tile it started on from the board and add it to your score pile!

The idea is, generally, to land on as many high-value tiles as possible. However, a penguin can’t move through a space where there are no tiles, and once none of a player’s penguins can move, they retire from the game, taking their penguins and the tiles they’re on off the board. So it’s also about not getting stranded in small corners. Or, alternatively, stranding yourself in a nice large chunk of the board, which nobody else can get to, and which you can feast on to your heart’s content. That’s how green won the game pictured above! The game doesn’t end until no one can move, so you don’t have to worry about getting as many valuable tiles as possible before the other players are out; you can have them all.

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Eldritch Pairs

Pairs is a press-your-luck game as simple as its name. The deck is triangular – there’s one 1, two 2’s, three 3’s, and so forth, all the way through ten. At the beginning of each round, every player is dealt a card face-up. Whoever has the lowest number goes first! (If there’s a tie, those players draw again, and so on until it’s resolved.)

On your turn, you may either hit or fold. When you hit, you’re drawing the top card of the deck and placing it face-up in front of you, alongside any other cards you’ve collected this round. The goal is to not get a matching pair. If you do, you take points equivalent to the number on the card (keep the card in front of you as a reminder) and all other cards in play are discarded. It’s time to start a new round. Folding also ends the round, but because you chose to stop, you score the lowest value card in play… even if it’s your opponent’s!

As you may have guessed, points are a bad thing. The first person to reach the target score – which is 60 divided by the number of players, plus 1 – loses. There are no winners in this game, just one loser, but I imagine you could play it elimination style if you have patient friends.

What we have (and what I linked to) is the Shallow Ones deck, illustrated by John Kovalic. As always with John’s work, the art is fantastic and frequently hilarious! It’s hard to see in the picture, because the card is upside down, but what Cthulhu and… I think that’s the Formless Spawn? From Cthulhu In The House? (…how have I not blogged that yet?)… regardless, what they’re watching in card #7 is, in fact, the contents of card #9. And card #10 is definitely the Shoggoth going to an optometrist. Poor optometrist.

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Time For A Penguin Rescue!

To nobody’s surprise, the game Adventures of Riley: Penguin Rescue is about rescuing penguins. The characters are all part of the same rescue team, so it’s a very friendly competition… it’s just a matter of who can collect all 5 colors of penguins first!

The penguins’ colors match the colors on the dice, and the spaces on the board. Movement is simple – follow the arrows to the nearest of each color you rolled. You get to choose which order to resolve them in, though, so use that to your advantage! There’s a bit less choice involved when you roll two of the same color, but you do get to roll again once you’re done! Some spaces are slides, which you can use to skip sections or slide back to Start in the middle of the board. If there’s a stranded penguin on the slide, you can take it with you! There are also Rescue Zones, which let you collect any one of their remaining penguins when you land there. If you’re lucky, you might be able to hit it twice in one turn! Just remember, you can only have one of each color penguin, which are also differentiated by size and numbers, so it’s pretty easy to tell!

The sixth side of the die is the Wild side. If you roll this, or land on a Krill space on the board, you must immediately draw the Krill card and resolve its effects. Most commonly, these have you move forward or back a certain number of spaces, but they may also send you back to Start, end your movement for the turn, or have you un-rescue someone else’s penguin. (Unfortunate, but sometimes warmer ocean temperatures around the Antarctic Peninsula are endangering Uncle Max’s colony, and a penguin flees to safer ice. It’s for the best.) If you roll two Wild sides, though, you get to move anywhere on the board! Including a Rescue Zone, if you so desire.

Once you have all five of your penguins, you still have to make it back to Start. And honestly? We found this to be way harder than collecting all the birds. There were several rounds where both of us had achieved a full iceberg, but we kept passing over all the slides home. I suppose that’s when a double Wild would have been really useful, huh?

It’s a simple game, fun, and the cards are clearly aimed to be educational. The little penguin figures have also been kitten-approved as extremely entertaining! (No penguins or cats were harmed by this fascination, but she did bat them off the board several times. While sitting in the box. Because of course she did.)

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Geez, those are some Loaded Questions!

The game Loaded Questions comes from the same creators as The Worst-Case Scenario Card Game, with a similar concept. When the question is posed, however, instead of everyone guessing how the active player will respond, everyone else responds and the active player has to guess which responses belong to whom!

It goes like this: each card has four categories. When you roll and move, the space you land on will determine which category you read off, unless you land on the wild space and get to choose your own. That question, whatever it is, is what your fellow players will be answering. For instance, in the photo below I picked the No-Brainers category, so the question posed was “What’s the best song you don’t currently have in your music collection?”

When everyone has written their answers, their sheets are handed to the previous roller, who shuffles them and reads them off. The current player will then decide who they think wrote each answer. For each correct match, they get to move forward an additional space! I especially like this game because it can be challenging even among close friends. In a lot of games like these, familiarity is an unmitigable advantage, but what I’ve found with Loaded Questions is like-mindedness just results in extremely similar answers, which makes them difficult to correctly attribute.

The objective is to reach the end of the board, and match at least three players’ answers correctly once you’re there. I’m not sure why that’s a fixed number, as it seems to me that it should vary depending on your number of players… but aside from that the mechanics are sound, the questions are fun, and we had a blast!

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Bacon-Opoly

That’s right folks, the only meaningful industry is bacon! At least, that seems to be the premise of Bacon-Opoly, where you’ll make or break your fortune on the profitability of pork.

As the name implies, this is one of the many Monopoly variants. Given how prolific Monopoly is, I don’t feel I need to go too deeply into the mechanics, but for anyone who hasn’t played, a brief overview: dice determine movement. When you land on a space, you play out its effect; if that space is a property and it’s unowned, you may choose to buy it, while if it’s already owned by someone else you have to pay them rent. If you have all the properties in a color-coded set, you can develop them (houses and hotels in Monopoly, pounds of pork and smokehouses here) to charge more outrageous sums for your product. You can also mortgage your properties in a pinch, when you need more cash. The goal is to bankrupt all the other players… or survive until everyone else gets bored and forfeits. That’s usually how I win!

This game took the bacon theme and went “how far can we run with it?” Instead of $200 for passing Go, you get $200 for passing Sizzle. Jail is Burnt, visiting is Just Crispy. There’s a card where you have to say the Pledge of Allegiance… to a bacon-eater’s guild. Our most frequently used player tokens are the skillet, the bacon strip, and the pig. And the properties are all some sort of bacon. Which, I mean, some of them sound good – Bacon Wrapped Filet, Cheesy Bacon Popcorn, Bacon Bits… and then there’s the more questionable enterprises. Bacon Floss. Bacon Bandages. Chocolate Covered Bacon On A Stick. And Bacon, Ohio, which is an actual place, and while that’s not a problem, I have no idea how you’re supposed to buy and own a whole city. Or loan it. Why is it only $22 to rent?!

The photo above has been fondly titled “Many, Many Mortgages.” It’s what one’s side of the board looks like when they are losing. On the bright side, though, the mortgage face of each property has a snippet about the product! Or city, in Bacon, Ohio’s case. Some of them are more informative than others (while the Bacon Bandages description just reminds me of Sokka from Avatar: The Last Airbender) but they’re all fun to read. There are also a handful of (multiple choice) bacon trivia cards in the Cured & Smoked deck, which are surprisingly educational! …and the fact that I’ve played this game enough to have them all memorized is possibly a little concerning, but oh well. Bacon!

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Can You Pick Up Those Sticks?

Pick up Sticks is another classic, of the Jacks and Tiddlywinks variety. I actually have a combo set of all three, which is why they’re getting posted in such quick succession.

Setting up Pick up Sticks is really easy. You take all the sticks, save one, hold them upright in one hand (hand on the table) and then you just… let go. Whatever crisscrossing spread they’ve landed in is what you’ve got to work with!

The goal is to pick up the sticks (shocking, I know), one at a time and without jostling any of the other sticks in the process. The exception to this is the stick you set aside at the beginning, which you can use to help pick up the other sticks. When your efforts move any piece other than the one you’re trying to remove, your turn is over and the next player gets a go at it.

I suspect scoring varies by set, but for mine it’s color-coded: 10 points for yellow, 25 for red, 40 for blue and 50 for green. This can serve to even out the game, if all the easy pickings for the first player are yellow and red, or pretty much settle it from the get-go if they’re blue and green. Depends on the luck of the draw… or more accurately, the luck of the fall. Beyond that, it’s sort of like Operation, without the buzzing and with a lot more angles to go at it from.

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Agent 299, Report!

Agent 299 is a great game I was introduced to at GameholeCon – it takes a little strategy, a little memory, and a little deck. Seriously, the whole game is 10 cards, 9 if you exclude the rules. It’s a pocket card game!

It’s also a game of the rarer sort, where you don’t look at your own cards. Cards are instead laid out face down, split evenly between the players, with the leftover card (in a 2- or 4-player game) face down in the middle. Who goes first is up to you to decide – we flipped a coaster – but whoever that is gets the rules card, which doubles as a First Player marker. Starting with them and working around the table, each player must perform an Interrogation. This can work one of two ways: firstly, by peeking at one face-down card in front of another player, and swapping one of their own cards (face-up or face-down) for any one of that player’s. Alternatively, in a 2- or 4-player game you may instead peek at the card in the middle and swap it with any card.

After all players have performed an Interrogation, the person with the First Player card must flip one of their cards face-up. Some of these have abilities that are usable once revealed, but only for so long as they’re in front of you… and again, face-up cards can be stolen! (Ok, swapped for, but if you’re getting a Blown Cover worth negative 3 points – and nothing else – for your super useful ability card… it’s not exactly an agreeable trade.)

The game ends when the active player can’t perform an Interrogation (everyone else’s cards are all face-up) or a Disclosure (all of their cards are face-up and they don’t have Secret Documents, which would let them skip this step), at which point scores are tallied from the cards you have in front of you. Check them all – most cards only score when face-up, but the Blackmail card gives you a 2-point bonus if you have it face-down at the end of the game. In the case of a tie, the winner is whoever has the Top Secret Documents card face-up… or, failing, that, the Secret Documents card face-up, or failing that, the Blackmail card, regardless of where its face is. It’s a very thorough hierarchy.

I like this game a lot, mostly for how portable it is – I’ve actually taken to keeping it in my phone case, in case the opportunity for a game arises. And don’t they always?

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