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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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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