Welcome to The City of Sacred Birds

In Quetzal, you are an archaeologist with only five days to explore the great city — and you’ve got competition! Here’s how it works:

First, everyone rolls their meeples. No, I’m not kidding – this will determine your team for the round. Any meeples that land dark side up will be adventurers, light side up will be archaeologists, and on their side or standing means they can be either; for each meeple that’s standing, you also get one coin. Your character meeple (as opposed to your team meeples) will always be usable as either color, but you roll it anyways in case it lands upright.

Which type you roll matters because of step two: placing the meeples. You see, while there are several locations on the board, which pieces you can place there are limited by their type. While some places have no such restrictions, some, like the Black Market, will only take one of the two, and others like the Temple Surroundings will take either, but all pieces there have to be the same type. The Temple Surroundings are an example of a bidding location (orange), meaning you can one-up each other’s meeple placements, with the caveat that they all have to be the same type as the pieces first placed there. The other player gets their displaced meeples back to put somewhere else, too, so don’t push the bid too high! Non-bidding locations are either one meeple per space (yellow) or places where multiple players can coexist (green), and vary whether there’s a price in coins to explore there.

So what do these locations do? Coincidentally, that’s step three, activating the locations. The only location that gets activated before this step is the Camp, which activates as soon as you place a meeple there, allowing you to immediately gain 1 coin and reroll one of your unplaced meeples; if it lands standing, you get an additional coin. The rest of the locations activate once all meeples are placed, in the following order: The Stela of Knowledge, The Temple, The Temple Surroundings (a, b, and c), The Black Market, The Village, The Harbor Master’s Office, and finally, The Ships. Each of these has a different effect. For instance, the Temple and its Surroundings allow you to collect the Artifact cards associated with them, which you can later deliver to the Harbor Master’s Office or The Ships for victory points — a complete set is three of the same kind, but there are smaller rewards for two or one.

The other major collectors’ item is Upgrades, which are acquired in The Village. A couple of these activate immediately as one-time bonuses; the rest are equipped as continual benefits. You can see one of each in the photo above — the red X on the left Upgrade indicates that it’s a one-time use (gain 5 coins), and the one on the right allows you to exchange 3 coins for one Discovery point whenever you so choose. As you can see, each player has slots to equip up to two Upgrades at a time, plus a personal Upgrade discard – this is important because Upgrades grant you victory points at the end of the game, regardless of whether they’re equipped.

I mentioned Discovery points – these are signified by the bird symbol, and tracked along the top of the board. When you reach certain points on that path, you get additional bonuses, such as coins (the cross in a circle), victory points (the rising sun symbol), and Upgrades (the crate). Discovery points, victory points, and coins are also bonuses on some of the Artifact cards, redeemed when those cards are delivered.

There are a couple modifications made for a two player game. The most significant of these is the Automaton deck, which simulates a third player by dictating the placement of a third set of meeples. These can be kicked off of bidding spaces the same as any other piece (and won’t be re-placed, because there’s no player to choose its revised placement) but if it’s in a unique (yellow) location that you hoped to visit this round, tough luck. This is especially hampering if it takes one of the higher Temple spaces, because then it has first pick of the Artifacts there… and, of course, it takes the highest value ones first. If its choice is between multiple cards of the same type, it also has a hierarchy of bonuses, which I thought was quite thorough of the creators. Unfortunately, these cards go straight to the discard.

At the end of the round, all empty Artifact and Upgrade spots are refilled, the Plane token is moved one space on the turn track, and if you’re playing with the Automaton, you draw its next placement. If the Plane token is already on the 5th space, the game ends immediately, and scoring happens. Conveniently, most of the scoring has already been tracked over the course of the game, so there are only a few additional points to be doled out. First off, whoever has the First Player marker gains two victory points — this isn’t necessarily whoever went first, mind you, because The Stela of Knowledge location lets you steal the marker, as well as gain a Discovery point. Not bad, right? Especially if you go there on round five, so the other player has no chance to steal it back. Anyways, the other two additional point factors are remaining coins (one victory point per three) and, of course, Upgrades. Whoever has the most victory points wins, or in case of a tie, the most Discovery points!

This game is a lot of fun, and it does a great job of balancing its many mechanics in a way that’s not overwhelming. In the two-player version there are some spaces that don’t get used, and I love that they use covers to make those blend perfectly into the image. Which is just icing on the cake, really, because this board is gorgeous!

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It Seems There’s Been A MixUp

Have you ever thought maybe Connect Four needed a remix? Well someone definitely did, because they invented MixUp!

MixUp a little more complicated than regular Connect Four — instead of having two colors of pieces, one for each player, it has three colors (blue, green, and red) in a mix of three shapes (moon, lightning, and raindrop), which both players are free to use.

At the start of the game, the players choose their objectives – one will be aiming for four in a row of the same color, while the other will be trying to do the same with shapes. (For anyone not familiar with Connect Four, this is done by taking turns dropping one tile to the bottom of its column, wherever that may currently be, until one of you makes an unbroken line of four in any direction.) The result of this is that victory conditions are no longer in direct conflict, so something your opponent placed may become the key to your success, especially if you’d both forgotten that two-by-two squares are a valid victory condition in this version of the game. Whoops. On the flip side, it’s a lot easier to miss when someone’s getting close to winning. (I staged the above game for photo purposes by playing against myself; I was legitimately trying to strategize for both sides, and set up an amazing ‘whichever spot you block, I’ll win with the other’ situation… completely by accident. It was wild.)

All in all, I think the MixUp mechanics make Connect Four much more interesting; just be aware that it’s more challenging, too.

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Welcome to the Doodle Dungeon!

There aren’t a ton of games where you have to draw your own board, but in Doodle Dungeon, it’s not just setup — it’s part of the fun!

The concept of Doodle Dungeon is that you’re the proud new owner of your very own Dungeon, purchased at a surprisingly affordable price… because, as it turns out, it’s just a cave. Hero season is rapidly approaching, but before you can slay the foolish adventurers, you need to hire your monsters and lay out your traps!

This is the first phase of the game. Trading off the starting player token (pencil sharpener) each turn, players go around the table choosing one of the face-up cards; there will be one more than there are players. The bottom part of the card you pick will determine what you add to your dungeon this turn. Note that if it’s a trap, goblin, orc or dragon, it has to have at least one open space between it and any other trap/monsters. Don’t worry though, you can make sure the hero gets hit by ’em all anyway with… walls! Walls usually come first on the card, which you address from left to right, and also come with set configurations — for example, two adjacent spaces and then a diagonal — but you choose how to orient it. The only other rule of placement is that every non-wall space must be accessible and not completely blocked off. And don’t worry, there are stencils for all of these, so while the faces are at-your-own-risk, the shapes are uniformly recognizable.

There are two other additions during the drawing phase: treasure and improvements. When you get a treasure, you write down its location secretly, on a separate sheet — it doesn’t have to have a monster on those coordinates when you place it, but if by the time you’re scoring there either is no monster there, or the monster is dead, you don’t get the points for having it. How many points it’s worth is determined by improvements, and so are several other important factors. These are at the top of the page, in a series of checkboxes — each box is worth one improvement, and, checked off in order, each new row that you’ve marked is the next level of that stat. This determines the treasure’s value, the trap’s damage, how many cards you have in hand, and each monster’s strength — I’ll get to that part later. First, finish your drawing and place your card face-down next to you. Make sure you’re sure before you do, though! Once you’ve flipped it, all placements are final.

Once you’ve gotten through 14 rounds of drawing, it’s time to draw the hero’s path from entrance to exit. More accurately, time for your neighbor to draw your hero’s path — you didn’t think you got to choose your own, did you? This part is a strategic balancing act — on the one hand, the fastest route to the end will leave the hero with the most remaining hit points, which are -1 point deductions each for your opponent; on the other, they get points for each surviving monster, proportional to its damage level (goblins are 1, orcs are 2, dragons are 3). This is, of course, providing they left you multiple routes, and not a very strongly suggested main path, with a few optional branches (probably where the treasure’s hiding, but is it worth the detour?). The hero can pass over each space a maximum of twice.

Now comes the actual adventure phase. If you’re thinking it took us a while to get here, you are absolutely right, but you’ll find you don’t mind when you get to watch the poor overconfident hero stumble into a dragon on space one, or get forced through that carefully unavoidable corridor of trap after trap. The way this works is simple — on your turn, your hero moves to the next encounter in your dungeon, and either takes the trap damage or fights the monster. How this works is pretty simple – you roll two dice, add that monster’s strength to the sum, and if it’s 20 or higher, the monster survives and the hero takes damage (meddling via cards notwithstanding). If it’s lower than that, the monster dies. This is the time to play Dungeon cards (blue), which mostly affect the outcome of combats.

Where did you get your Dungeon cards, you ask? Well, when you were picking earlier, of course! Those 14 cards that built your dungeon are now your deck, so I suggest you pay attention to all parts of the card when you’re choosing. (We didn’t, the first game, and I was bitterly surprised to discover Bomb cards and their habit of gravitating towards me.) Bombs are an example of Hero cards (red), which you play once your Dungeon phase is complete. These are cards that will help your opponents’ heroes win fights, regain health, and generally be greater nuisances. It is important to note that there is no out-of-turn play in this game, so all screwing over of other players must be done in advance. Once you’ve sabotaged to your heart’s content, you can choose to recycle any card in your hand by placing it at the bottom of your deck; afterwards (or if you didn’t recycle), draw back up to whatever number of cards your checkboxes indicate.

The game continues until everyone’s heroes are dead or have made it all the way through the dungeon, so if you’re already done, you’ll just have to watch and wait. You still technically have a turn, though, so if you have Hero cards you’d like to play, you can! At the end, everyone tallies up their successfully hidden treasure, surviving monsters, and deductions for hero HP (or +5 bonus for a dead one), and whoever has the highest score wins!

It’s a small detail, but I also appreciate how each page is double-sided for multiple uses, and they include both an eraser and a pencil sharpener along with the pencils. All in all, this game is a fun, well-executed balance between creative strategy and sheer dumb luck, and I highly recommend it.

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Munchkin Invades The Kitchen

What better Thanksgiving topic is there than food? When it’s also Munchkin! Munchkin Crazy Cooks is a fun, food-themed take on a game you know I love — if you need a refresher on the basics, I posted about that here. Otherwise, let’s get cooking!

As always, each flavor of Munchkin brings you thematically appropriate cards, which is how you might wind up wearing literal Plate Armor and Meals on Heels, armed with a Turkey Baster and Gold-Plated Tongs. In fact, Gold-Plated is an example of a mechanic I haven’t mentioned before: Item Enhancers. These are played in conjunction with items you own to give them an additional combat bonus, and in the case of Gold-Plated, a higher value if sold. Other Item Enhancers include Brightly Colored Plastic and Celebrity Endorsed.

More unique to Crazy Cooks are food tokens. These are an extra reward, split into four types: Meat, Veggie, Drink, and Dessert. As soon as you have a set of all four, you must exchange them for a level, which can be the winning level. Tokens are obtained primarily in combat — each monster in Crazy Cooks is based on food, with a specified token. For instance the Level 4 Fritter Critters are a Dessert monster, so if you defeat them, you get a Dessert token. Some monsters have multiple tokens listed, like Steak Shake, which is both Meat and Drink, but you only get to choose one of them… unless your Class is Science Chef, in which case Recipes Are Only Suggestions, and you get both. Like treasure, tokens can be offered when asking for help in a fight. Also like treasure, some of the combat modifiers will alter the rewards. A few such cards are Liquefied (+3 to monster), which turns all tokens on the monster to Drink, and School Cafeteria, which is a -3 to monster, but also removes all of its Meat and Veggie tokens.

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Let’s Go To Summer Camp!

Because November’s the perfect time to talk about that, right? Well, maybe not for an actual summer camp, but this is Summer Camp, the board game! Good for any season, Summer Camp is a competitive deck-building game where you race to be the model camper.

The first step is to choose which three activities you’re playing — the choices are Adventure, Arts & Crafts, Friendship, Games, and, the three recommended for first time players, Cooking, Outdoors, and Water Sports. Each of these is a separate deck within the larger box, so all you have to do is remove the four “Move 1” cards in the deck, shuffle it, and place it next to one of the three paths on the board, then rinse and repeat with the other two. Meanwhile, each player will get one “Move 1” card from each of the decks in play, as well as 7 “Lights Out” cards from the basic deck, and shuffle these into their own personal draw pile.

On your turn, you can play as many cards as you want, either for their actions or to use them as 1 Energy. For instance, Lights Out cards have no action, so they’re most useful as discards. Energy is in turn used to buy cards from the display — the two face up cards next to each activity deck, plus three piles from the basic deck: Smores (Gain 2 Energy), Free Time (Move 1 space on any path) and Scavenger Hunt, which lets you discard 1-3 cards and draw that many from your deck. Each of these has a red circle in the lower left corner with how much energy it costs to purchase. Any cards you buy will go in your discard pile until you next reshuffle.

I’ve already mentioned movement cards. Some of these, like Free Time, let you choose which path to move on, while others, like Washing Dishes (move 1 space on the Cooking path) are predetermined. Each player has 1 piece on each of the three paths, which correspond to activity decks. When a piece moves, there are a few special effects that may occur, should it land on or pass through a marked space. The effect is indicated by the sign next to the space: the card with a plus sign simply means “draw another card from your deck,” the walking sign indicates you can move any of your pieces forward one space, and the snack bar… well, means you get a snack bar. An important currency, snack bars can be used as 1 energy in a purchase; the difference is that excess energy is lost at the end of a turn, whereas snack bars hold over, with a maximum of six at a time.

At the end of your turn, a few things happen. First, you discard all remaining cards in your hand. In practicality, this means you should aim to play all your cards every turn, if at all possible. Then, you draw five cards to form your new hand, reshuffling your discards if your draw pile runs out. Once you have your hand (or, honestly, I skip to this step first and reshuffle/redraw while the next person’s taking their turn) flip up new activity cards to fill any empty spots on the display, and check for merit badges.

There are 3 types of merit badges: Participation badges are awarded once all three of your pawns have made it past the first bridge, Camp All-Star badges are awarded once they’re all past the second bridge, and Activity merit badges are achieved once that piece reaches the third and final bridge, regardless of where the other two are. In each case, badges are first come, first serve, so the sooner you get there, the greater the reward!

Once someone has reached the end of all three paths, play continues until everyone has had an equal amount of turns (there’s a Starting Camper token for exactly this reason), and the game ends. A player’s score is calculated by three factors: merit badges, points on cards you’ve purchased (in an orange star on the lower right corner) and, if any of your pieces were between the second and third bridges, the value assigned to their current space — the closer to the end, the higher the consolation points. Whoever has the highest sum wins!

A couple of notes: 1) the game starts off a little repetitive, and with a lot of reshuffling, because you start with a ten-card deck. As you buy cards, turns will get a lot more action-packed, but this progression can help ease new players into learning the mechanics. Aside from that… I think the theme’s a lot of fun, each deck has a clear emphasis on a particular function (ex: Water Sports is all about movement), and you can mix ‘n match your activities for something new and fresh every time!

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Tenzi!

Tenzi is a fun dice game, with flexible rules to be as simple or complicated as you’d like! In the base version, each player gets a set of 10 dice (hence the name). For the first roll, someone will count it down and everyone will roll at once; looking at their roll, they’ll pick a number to target, usually the one they rolled the most of, and set aside all the dice with that number rolled. Afterwards, they pick up all the remaining dice and roll again! This is a speed game, so you don’t have to wait for the other players. The first person to roll their chosen number on all of their dice shouts (or exclaims at a reasonable volume) “Tenzi!” and wins.

As I mentioned before, there are several variations on this. There’s Target Tenzi, where instead of picking your number after you roll, you declare it ahead of time (either individually, or you can have everyone go for the same number), Splitzi, where you instead of ten the same, you roll for five and five of two numbers, Mega Tenzi, where you each have twenty dice instead… though that only works for two-player or solo play. “Solo play?” you ask, “But it’s a competition! How do you do that with one player?” Well, the rules also have Timed Tenzi, with a guideline for your rank depending on how long it takes you to win!

I’ve never played these variants, but the rules also outline Team Tenzi – your team can all go for the same number, or different ones, your choice-, Tenzi Tower, where instead of just setting aside your successful rolls, you have to stack them, and the one I’m most intrigued by, Stealthzi. By Stealthzi rules, if you see another player roll the number you’re going for, you can steal those dice, giving them an equal number of yours in return. The only constraints on this are that you can’t steal on the first roll of the game, nor can you steal from someone going for the same number as you.

Of course, you can also come up with your own versions. We play one that the creators would probably have named Sumzi, where we choose a number, and only set aside dice that add up to it. So we might say 7, and then set aside a five and a two, or a six and a one, or a three and a four. I imagine you could also take out the speed factor, if you wanted to, having it so everyone always rolls together, and whoever hits the goal in the least amount of rolls wins.

Whatever you choose, there are plenty of options to keep gameplay fun and fresh. And if you really want to get crazy, there’s also Twisted Tenzi, aka ‘mix ‘n match your favorites for even more dice-borne chaos!’

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Don’t Talk to Strangers

The third and final game from the trio that includes Let’s Dig For Treasure and Let’s Summon Demons, Don’t Talk to Strangers is the only one that’s founded on particularly good advice– that is, don’t get abducted by aliens.

In this game, each player is responsible for a set of children. If at the beginning of your turn, none of your kids are outside, you place one in the school, from where they will be trying to reach some safe spot. The board has several of these, like homes and pools, though some have more available space than others. To reach these locations, players will play one movement card per turn (ex: Run, which lets you move two spaces). Some of these make use of either city buses or school buses, with stops indicated on the board.

After you’ve moved, you’ll draw a card; if it’s a Stranger Sighting, it gets played immediately, and you choose a Stranger Space on the board to place an alien. Any child on that space when the stranger is placed is automatically abducted (removed from the game), and unless a card says otherwise (i.e. Heroic Dog) kids cannot move through that space. If you drawn an abduction card, choose a kid on the board (doesn’t have to be yours) and flip the flying saucer token like a coin. If it lands saucer side up, the kid gets abducted. This includes kids in “safe” spots. So, you know, it’s not so much that they’re safe as that they’re scoring points while they hide for their lives.

What do I mean? Well, each safe space has a point value associated with it, so the actual goal is to get your kids into high value spots — but if you get too greedy, you risk an abduction toppling your lead, which is your incentive to save many and save often! Some safe spaces also have additional effects, such as the library, which lets you have +1 cards in hand (base is 3), or the parks, which let you have an additional kid in play at a given time — effectively, this means you don’t have to wait for your current one to be safe before placing the next.

The game ends when all the Strangers are placed, and whoever has the most points wins; that said, I’ve never actually done that part, because there’s also a card that has the potential to end the game.

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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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