They’re So Cute! …Why Are They Called “Doomlings”?

Because sometimes, the end of the world is adorable. Right? Right. It’s certainly the case in Doomlings, “a delightful card game for the end of the world”! Though, to be totally fair, the game only ends at the End of the World. It is, more accurately, about the possible courses of life on Earth! Or some unspecified, distant planet…

Doomlings is a game of populations and traits, like Evolution for amoebas. Perhaps your organism is eloquent, or warm-blooded! Each trait comes with its own bonuses and setbacks, even if they’re just opportunity costs, and make up the tapestry of a complex, hopefully well-adapted life form. Your options always stabilize per the scope of your Gene Pool, so the higher that value is, the more cards you have in hand! Your default is always playing one, but some cards have actions that let you play others, or End of the World bonuses per certain cards still in your hand.

The End of the World is, sadly, inevitable. How else would the game end? Rounds are tracked by Ages, starting with the Birth of Life and instituting different effects, some immediate and some lasting the whole Age. Eventually, you hit a Catastrophe! Catastrophes mark the ends of Eras, of which the game has three, and at the third Catastrophe, the world ends. The poor planet can only take so much. Between World’s End effects, traits’ face values, and any bonuses and modifiers, this one is very much anyone’s game right up to the end. Which is thematically on-brand! Doomlings offers a very cheerful, carefree apocalypse experience, with jokes aplenty and the doctrine that there is no secret perfect path in life. It’s sprawly and swingy and colorful in a way that brings me joy. And the fact that it’s cute sure doesn’t hurt!

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Three Weeks of Fun!

In other words, the people behind Woof Days, Cat Days, and Dino Days came out with another set! Space Days, Pirate Days, and Dungeon Days, all of which follow the old mechanics and have their own thematic variances. In Pirate Days, one of those variances is the addition of dice!

The dice, I was glad to find, don’t seriously alter your turn structure; rather, certain cards will call for them, like the photographed Cannon. In that case, what you roll will determine which day on your opponent’s board the Cannon hits! We usually save this until the board is nearly full, of course, to maximize the chance of hitting something. This marks Pirate as by far the most Munchkin of any of the Days games, and the one that most lends itself to planning ahead, while Dungeon and Space are more reminiscent of the first three! More sci-fi and high fantasy, though, with Space straddling the border of real astronomy and speculative, and Dungeon offering a clear homage to Lord of the Rings: the Elf and the Dwarf can’t stand being placed together. Legolas and Gimli, anyone? There’s also the Mimic from D&D, Medusa, and a Boulder Trap, which (beyond reminding me of Indiana Jones) adds an interesting “this space can no longer be used” effect!

As always, these games are a blast (no Cannons intended… currently), and perfect for a two-player household. I wonder what kind of Days they’ll make next!

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Trekking The National Parks

Designed by people who have been to all our National Parks, Trekking The National Parks features a comprehensive map, fun facts and pictures, and plenty of replay value! With many different ways to score points, it’s anyone’s game.

Cards are used both for movement and to claim Parks, depending on whether you’re using the number or the color/symbol; Parks have the matching symbols next to their point value. The more cards they take, the more points you get! To claim a Park, you have to be on that space on the board, and play the right cards – and this is a separate action from movement, which is terribly important! Because you only get two actions per turn, and sometimes your buddies will Sorry-style bump you back to Start. Our own games got progressively more competitive and Munchkin-esque the more that we played.

Beyond claiming Parks (which I’ll admit may have involved some favoritism, especially towards ones that I’ve already been to), you can also score points by camping at Major Parks, picking up stones, and having the most stones of a given color. Stones are laid out randomly at the beginning of the game, and picked up the first time someone visits a Park; Major Parks are selected, three of the six for each game, and have an effect when or after you camp there. Yellowstone, for instance, lets you draw a card off the top of the deck when you claim something. This is especially useful because drawing takes up actions, one per card, and is the main factor slowing down your tourism. Camping is done the same way claiming is, except Major Parks accepts multiple campers!

As a nature and travel nerd, this game is a delight. Most of the National Parks have cards, giving you incidental exposure to Cool Things The World Has To Offer, and the parks that aren’t on the cards are in a little booklet to the side. You can tell that the creators truly love the subject material, and that they were careful to weight the mechanics so you can revisit it again and again.

(Note: my understanding is that the “claim” mechanic is called “explore” in the third edition, and that it adds rules for solo play. What I played was the second edition, so that’s what the post’s about! Very excited by the possibility of playing as the bear, though, which is usually the First Player token.)

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Kittenish Mischief… Now With Magic!

Wizard Kittens asks and answers the question, “What would cats get up to if they had magic?” Which is, of course, making a big ol’ mess and then trying not to get caught. Players are student cats, who have accidentally unleashed a whole host of Curses and have to defeat them before their teacher finds out.

This is an excellent game for Young Gamers! The mechanics come in tiers, so you can introduce whatever degree of complicated is right for your players, and there are no hidden cards. Each kitten has a standard set of actions – Summon, Sling, Swat, and Switch – with the Advanced version replacing one of those with a character power. Progress looks like collecting the right ingredients in your Ritual Circle’s chapters to defeat the corresponding Curses, with a chance that the other players may get to them first. Victory looks like defeating all the Curses, and scoring the most points between those and Extra Credit.

…Usually.

See, getting caught isn’t an idle threat. In the deck, on one of the last eleven cards, is Professor Whispurr, and if the Professor is drawn then the game ends prematurely. At this point, you do not want to have the most points – you want to have the least, so you can plead innocent of being involved! Luckily, Extra Credit only applies if you didn’t get caught, and managed to seem passably responsible; these cards usually award points for cards left in your Circle once the Curses are done. Also available is the Magical Monsters expansion, which doesn’t change too much and does add Monsters. They function a bit like Curses, but with effects pre-defeat!

This game’s adorable, and I love the variety of “pick your poison” in difficulties, character powers, New Rules, etc., as well as the duality of the end conditions. Most especially, however, I love the expansion’s new kitty’s name: Van Meowsing.

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Munchkin Loot Letter

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.

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Show Us Your Wild Side

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 and something 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!

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Flowers and Birds in Seikatsu

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.

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Mancala

It occurred to me abruptly that while I have referenced Mancala on this blog, I’ve never properly posted about it! And that seemed like a shame.

Like chess, Mancala is a long-time-played, all-strategy, two-player board game that comes in many forms. The set we were playing with used stones as the pieces, and had a wooden board with two rows of six circular indents, with an oval at each end. This version of mancala is fairly straightforward – each circle starts with the same amount of stones, and players take stones from their own side of the board, trying ultimately to score them in that side’s oval.

When a player takes stones from one of their circles, they’ll move counter-clockwise, dropping a stone in the next pit, then the next, and so forth, until they’ve placed them all. This includes their own oval, but skips over their opponent’s; all other opponents’ spaces are counted. If the last stone they place is in their scoring space, they take another turn; if not, their opponent goes. There’s also a special “capturing” mechanic, which I’ve seen two sets of rules for. In both, ending your turn in an empty circle lets you score all stones in the pit across from it, a space your opponent controls. What the rules disagree on is whether you also score the stone you just placed! This is a consequence of Mancala dating back to at least the 3rd century, gaining variance as it aged and spread geographically. This also means there are much more complicated variants I hope to someday try!

I suspect, however, that we’ll have the same problem with all forms of Mancala as we had with this one: Zuko was trying to help… by stealing the stones.

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Feed the Kitty

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.

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Welcome to the Monster Factory!

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?

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