Dino Days

The third and final game in the series! Unlike Cat Days and Woof Days, I can only speculate on the behavioral accuracy of this one. Still, Dino Days features a fun variety of the creatures in question with, like the others, a mix of new and familiar mechanics. (As this is a comparison post, I would highly recommend reading the other posts first! At minimum, the one on Cat Days, where I explained the overall mechanics of the game.)

The most immediately obvious difference is in your starting hand. Like in Cat Days, there’s a fixed card all players start with, and unlike in Cat Days, this card is an animal worth points all on its own. Quite a lot of them, in fact! The catch? Giganotosaurus’s superpower is scaring away all other dinos on the board you’ve played it on, so you need to decide quickly whether you’re using it to garner points or holding it to wield against your opponent.

There are other dinos with similar, though less all-encompassing, predator abilities, and of course some non-dino cards as well. Another major difference with this deck is the Diplodocus: a dino that’s split across Diplodocus Front and Diplodocus Rear cards, which you must have both of to play – spanning two adjacent days of the week, counting as one action, and, if it’s still around at the end of the game, scoring its player twelve points. A tricky set of conditions, sweetened by another factor: many of the dino-removing or -stealing effects can’t touch it. Which in turn makes the Meteor a coveted prize, as one of the few exceptions!

And of course, there are your staples like the Triceratops, Stegosaurus, and Ankylosaurus, with much chiller day-of-the-week effects. Triceratops being Sunday-only, for example. True to form, the dinosaur game is one of carnivores and herbivores, functionally distinct from those of Cat Trees and Muddy Paws. Which is what excited me most about this as a set, I think – not only do you pick the flavor text, you get to pick the tone!

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Woof Days

I suppose “Dog Days” was disqualified for connotations. That’s alright – I think “Woof Days” is cuter! From the same people who made Cat Days, Woof Days is… well, the dog version. Admittedly, I know far less about dog behavior, so I can only hope it’s as spot-on as the cat game. I’d expect that it is. The contrast between the games is especially interesting! (That’s mostly what I’ll be discussing here, so reading the Cat Days post first would be beneficial.)

Instead of starting with four random cards and a Cat Tree or equivalent, players start this game with five random cards, making your opponent’s opening moves even more unpredictable. Whereas Cat Days cards tend to affect the top card of a pile, many movement effects in Woof Days move the whole stack as a unit, which in retrospect highlighted for me the mix ‘n match behavior of cats and who they choose to hang out with. Some of the animal cards correlate pretty directly – the Rescued Cat and the Mixed Breed have the same effect – while others are distinct. The Chihuahua, for instance, must be played on a day that’s not adjacent to a Great Dane, German Shepherd, or St. Bernard.

Overall, it’s sort of like Fluxx variants: you expect the overall mechanics to be the same, in new flavors. And there’s one more flavor to discuss, so I expect I’ll be posting about that next week!

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These Glorious Cat Days

The advantage to a cat game produced by an animal rescue is that they clearly, viscerally understand cat behavior. In Cat Days, your board is the seven days of the week… and the cats are all picky about where they’re willing to sit.

Some cats are easier to place than others. The Rescued Cat can go on any day, on any board. The Fluffy Cat can only be played on Sunday on any board. More difficultly, the Playful Cat can be played anywhere from Tuesday to Saturday on your own board, but only if both adjacent days are already occupied. All the cats have their quirks, and they’re drawn or played one at a time – be judicious which action you take, because once any player has filled all seven days, the game ends immediately!

At that point, scoring happens, generally counting only the top cat for each day. However, each player starts the game with a Cat Tree, which they can play on a day to let it score up to three! There are other items in the deck too, like the Cardboard Box – play it on your own board to lure an opponent’s cat to it.

As a cat person, I adore this on principle. It’s also simple enough to play while holding a conversation! So long as you keep track of whose turn it is. (We used the box for that.) And it’s part of a series of games, so expect my thoughts on the others soon!

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Humankind: A Hopeful History

Humankind: A Hopeful History by Rutger Bregman is a book about how humans are inherently good and kind.

Too often, I’ve seen this notion brushed aside as naive, and part of what I love about this book is… it isn’t. At all. Bregman doesn’t shy away from humanity’s dark side – quite the contrary! He actively tackles it, presenting everything from the supposed savageness of our prehistoric ancestors, to Lord of the Flies, to the Stanford Prison Experiment, along with the more cynical perspectives on how or why they occurred – before systematically dismantling those arguments with dissenting evidence from other studies. A shocking amount of the former have turned out to be blatantly untrue, whether thanks to misconceptions or deliberately dishonest results. They only continue to circulate because they’ve already been taken as truth! Bregman also addresses events that definitely did happen, and disputes our assumptions about why, or how.

Beyond that, he goes on to offer examples of real-world institutions, be they schools, companies, or governments, that have based practices on the “optimistic” psychology to great success! I put “optimistic” in quotes because as he stresses over the course of the book, this mindset is realism. That is, what science has shown reflects reality. In a nutshell? Our evolutionary superpower is that we’re a social species, and so friendliness is a baked-in survival mechanism. One that we have to choose to honor, and one that we’re predisposed to.

These later sections especially are dear to me, because while it’s heartening to know that people are generally good, that part alone can leave you feeling a bit like my namesake – you know the truth, yes, but who’s listening? Knowing the ways this psychology has been applied – and in the process, revealed – makes the knowledge actionable. And as much as I admire the opposition-first formatting, it’s this part that I appreciate most. Because, to quote Ratatouille, “Change is nature… The part that we can influence.” And we hold the keys to influencing our perception of ourselves.

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Overly Sarcastic Productions (The Right Amount Of Sarcasm)

In my opinion, anyway. Overly Sarcastic Productions is an educational YouTube channel that covers topics like history, mythology, and tropes in entertainment, and they’re a great joy to watch. They offer the facts intermingled with often-snarky commentary (if you’ve analyzed history or writing, you know it’s well-deserved) and visual presentations you’ll want to stop and read. Sometimes for the info, and sometimes for the sass.

This is one of those discover-your-niche-for-yourself situations, but to start you off, may I suggest History-Makers: Iceland’s #1 Menace, Snorri Sturluson, Miscellaneous Myths: Pride Tales, and/or Trope Talk: Noodle Incidents? This Trope Talk delighted me especially by featuring Leverage as a primary example; identifying beloved stories in the explanation or the background clips is part of the fun! If you’re a fan of Avatar: The Last Airbender, you’ll find it works as an example for a truly shocking number of elements. The narrative kind, not bending. (And a good example, which not all of them are. Often the trope is as relevant for the ways it’s crashed and burned as the ways it’s been done well. And everything in between – the video on time travel is a good example of this.)

History and mythology, meanwhile, have a lot of “ugh, this guy again,” and “this guy” is frequently Murder. The narrators share our exasperation. And parts of those subjects that aren’t “ugh, murder”! As a treat. Honestly, I can’t believe I haven’t covered this channel yet – they’ve been a cornerstone of my edutainment for years.

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Cowabunga!

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!

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Midwest Tulip Fest

When last I wrote about Kuipers Family Farm, I sung the praises of their apple picking and sunflower features, with a blurb about the pumpkin experience I’d never actually done. Well, I’ve still never been to their pumpkin picking, but they’ve now added a tulip festival!

In front of a building labeled "The Farmstand," a metal structure is completely surrounded by pink tulips, with a gradient from darker in the middle of the petals to lighter on the outside, and yellow at the very bottom. There are occasional white and yellow tulips interspersed.

Like the sunflowers, the tulips span seven acres, and you can pay extra to cut your own and bring them home. Or, if you have cats like ours who don’t understand “don’t chew that” (tulips are bad for them), you can just pay admission to wander and enjoy. It’s in the same area as the pumpkins with what I assume are year-round features (though again, never having been to the latter, I can only infer). These include a sort of jungle gym, games like tetherball, and a small zoo! There are also food vendors. All in all, it was a lot bigger than I expected, and of course the tulips were gorgeous! Their season is over now, but there’s always next year.

A swathe of deep purple tulips, almost black, on tall green stems. Seemingly much taller for the fact that they were photographed at their own height.
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Hearthstone Updates: The Good and the Bad

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!)

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Look Out! A Flyin’ Goblin!

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!

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