30th August 2022 Tuesday night gaming with the Woking Gaming Club continued with The Crew: The Quest for Planet Nine. The Crew: The Quest for Planet Nine is actually an earlier iteration of The Crew: Mission Deep Sea which I've already blogged about and the two games are more or less identical. Read about The Crew: Mission Deep Sea here and it'll give a good idea how The Quest of Planet Nine plays. As such I'm not going to do a full write for The Crew: The Quest for Planet Nine, instead I'll just note one area of difference between the two. Task cards: These are much more straightforward in The Crew: The Quest for Planet Nine. All the objectives are exclusively about acquiring certain numbers in certain colours, e.g., blue 7, yellow 2 and so on. Consequently, The Quest for Planet Nine is a bit more straightforward, this makes it perhaps a little easier to play as it does not present players with having to deal with more left-field tasks like 'I can only win the first and last hands'. The upside is that it has greater accessibility and will be easier to play with people who aren't so heavily into games. If I had to choose between this and The Crew: Mission Deep Sea, I'd choose the latter 100% of the time.
It's not that this is a bad game (It's not.), it's just the gamer in me craves the greater variety and challenge Mission Deep Sea provides. If (Like a friend did.) you want something to play with the family over a holiday with some non-confrontational , still challenging but more accessible gameplay, The Crew: The Quest for Planet Nine is a good choice.
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30th August 2022 It's a Tuesday evening and we're with the Woking Board Gaming Club at The Sovereigns to play trick-taking card Scout. Step right up, step right up friends. Prepared to be entertained and thrilled by the most death-defying, deck-dealing, trick-taking card game you ever set eyes on. What's in a game?
The quality of the cards in scout are average which is to say that they are what you'd expect of a modern game. The tokens feel sturdy and well made. While each card contain smudges of a pair attractive bright colours there's little artwork in Scout, what there is, is either monochrome illustration or stylised and slightly cartoony. It fits the loose circus theme well enough though. Only numbers are utilised in Scout, no iconography related to game play appears which means the game is easily understood. How's it play? Setup
On to play Scout is played over a number of rounds equal to the player count, i.e., if there are 4 players, there will be 4 rounds. Each round will consist of numerous hands of card being played, players will take turns trying to empty their own hands while also accumulating cards and dollars into their own playing area. The game uses a traditional turn structure with the active player acting and play progressing to the player on their left. Broadly speaking, the active player can choose 1 of 2 actions and a round consists of the following:
Endgame When a number of rounds equal to the player count had been finished, the game ends, the final round is scored and we go to final scoring. Points are tallied, highest score wins. Overall
Scout packs quite a lot of gameplay into quite a small package. At the heart of it, players are broadly speaking faced with 2 approaches towards a central conundrum: Should a player try and empty their hand or try and build up the size of the tricks in their hand instead? Both have advantages and drawbacks. A player emptying their hand is good because it minimises their losses if the round ends but playing small or single card tricks is a giving other players easy opportunities to score points by trumping them. There's also the fact that a player ending up with for example a single card in their hand can have trouble playing it. If someone else plays any 2 card trick, there's no way a single card can trump it. A player building up the cards and consequently the trick(s) in their hand can be hugely beneficial; playing a trick containing a large number of cards can end a round in that player's favour as not only do they not lose points for cards in card, they earn dollars for having their trick scouted. The big risk is that a round may end before playing the big trick, which could lose them a lot of points. There's also the possibility of working towards both, removing single cards or small tricks from a player's hand may create new tricks. All of this is of course contextual. The cards a player chooses to have in their hand will influence their decisions as well as the actions of their opponents. There's a higher level of play that comes from watching what others do and seeing if they are building up a trick or not - especially of they're scouting from small active tricks. Also quite often, when players also playing single card tricks, they're looking to combine cards into a bigger trick or looking to save a trick for later. The show & scout action is also very important, if an opponent has played a big, using it well can genuinely bring about a reversal of fortune. It means that players are always faced with meaningful decisions, playing and acquiring cards always has an impact. I've seen some criticism that there's a notable amount of luck in Scout - and there's some truth to that but truth be told; so do many games of this type, especially card games. Which is why playing multiple hands of cards over multiple rounds acts as a 'balancer'. There's also a quirk where the game is different according to player count. For starters; game length can dramatically change according to player count: Not only do more players mean there's more turns per round, there's also more rounds to go as well! That being said, Scout doesn't have a particularly long play time. A 5-player game takes in the region of an hour to play out. Hand size also varies quite with player count. In a 5-player game everyone starts with 9 cards, while in a 3-player game each player starts with 12 cards. It means that bigger tricks are more likely occur in games with a lower player count, something that players will want to take into account. Another minor quibble is that it's a little tricky to pick up some of the rules about trumping an active trick with a new trick of the same size. Minor grumbling aside though, I think Scout is an excellent trick taking card game that has a good amount of player interaction, gives players something to think about but can also provide some surprises. If trick taking card games are something you like, then Scout is a game that you should definitely try. 21st August 2022 It's Sunday again and we're logged into Board Game Arena for some gaming goodness. So there's this Noah guy who has to put groups of animals on to his ark but it turns out there's way more species than anyone would have thought! He's quite busy now and has instructed his staff (The players!) to load the more mundane animals on to the ark. How should the players do this? Through the crucible of competitive play of course! Caveat: we've only ever played this game digitally. What's in a game?
Colourful high quality artwork is used throughout Noah and the animal cards in particular look good and depict their subject matter well and clearly. There's not much else to say about it other than it's a style clearly aimed at younger players. There's about half a dozen icons used in the game, the movement icons are pretty self-explanatory, as are the tears. The remaining 5 or so icons for card ability are a little small and will probably have to be looked up in the rules until learned. I can't imagine it being a problem. How's it play? Setup
On to play Noah is played over 3 rounds, the objective in all 3 rounds is for players to empty their hands as quickly as possible and thus, score as few points as possible. This is done by playing animal cards on to the ferry cards. Noah follows a typical turn order with the active player acting, before play progresses to the player on their left.
Endgame Noah is played over 3 rounds. After the 3rd round has concluded, players count their finishing scores. Points are tallied, lowest score wins! Overall
Noah is in essence a light trick-taking game and most of the mechanics are pretty straightforward; play a card and try to get that set to 21 but there's a couple of wrinkles in there. Firstly, the rules for all male, all female or alternating animal cards will present players with some interesting conundrums. Players will need to try and think ahead, a card they play early in a round will have a significant effect later. For example if a player only has 1 female card and plays it on another female card, then they won't be able to play any of their male cards on that ferry. Players will also need to pay attention to the tears on their cards, playing cards with high penalty-points is vital to keep a score low. As expressed above, I feel this rule is a bit fiddly but without it, the game would be too simple. Having to think about numbers and colours is what marks the game out as a bit different and forces players to make meaningful decisions Secondly, the mechanic for moving the Noah token can throw a real element of unpredictability and even some 'take that' into the game. A player can move Noah to a ferry that has a weight of '20' for example, making it hard for the following player to play a card on it. It goes both ways though and sometimes, Noah will just by chance be moved to a ferry where the following player cannot play a card. I'm not sure how I feel about this, it adds some much needed unpredictability to the game which prevents players from over planning. However, it veers very close to the frustrating side, fans of heavier games may find this off putting. For me, it was a little frustrating, simplistic and unengaging. Noah is also a quite 'negative' game about not gaining points and having the lowest possible score. Generally, this type of scoring doesn't sit well with me. Having said that, It's fair to say that I'm probably not the target audience here . From its colourful, cheerful presentation, light trick-taking mechanic and easy to setup and learn rules, it's clear that Noah is a family friendly game. It also has a reasonably quick play time that does not outstay its welcome. If you're looking for a light card game with some distinctive gameplay to play with more casual or younger players, then Noah might be what you're looking for. 20th August 2022 It's a Saturday night and we're logged into Board Game Arena for some gaming goodness. Cross an ocean, hop from island to island on a lonely journey to find your paradise island and tranquillity. Tranquility is a cooperative, game about assessing risks and playing cards. Also, the rules state that players should not explicitly discuss their cards between them, so I guess that could be considered a form of tranquillity? What's in a game? Tranquility is a card game that comes packaged in a distinctive looking cubic box. All the game's cards are an unusual square shape.
Quality wise, the cards are pretty average. Not much more to say here. The presentation and artwork for Tranquility is excellent. The illustrations show a series of unique and interesting islands. The colourful artwork has a bright, clean and stylised almost minimalist look to it that does a great job of conveying the subdued isolation of a sea bound journey. There's barely any iconography in Tranquility and what there is of it is reserved for the expansion cards. How's it play? Set up
On to play The objective in Tranquility is to cooperatively fill all 36 spaces in the 6x6 grid with island cards. Furthermore, all the cards must be positioned in numerical order (Although not necessarily placed in sequence.) going from low to high and left to right, starting in the bottom left corner and ending in the top right one. It's worth noting that while cards are placed in a 6x6 grid, the numbers 'wrap around', this means they are essentially in a long line. Tranquility uses a traditional turn order with the active player taking an action before player progress to the player on their left. During their turn, the active player can do 1 of 2 possible actions.
Endgame Tranquility continues until 1 of the 2 following conditions are met. Cannot play: If the active player does not have a card to play or cannot discard 2 cards to pass, then the players collectively lose. Finish card: If all 36 spaces in the grid have been filled and the active player has a finish card in their hand, they can play it and the players collectively win. Overall
Tranquility feels like a puzzle orientated game with a minor element of mathematics. The game is clearly dived into early and late game. The early game is where players will look to put cards into play without other adjacent cards to avoid discarding cards. The late game is where players have no choice but to discard in order to play cards and have to decide which and how many cards to discard and discarding is the crux of the game. Discarding means getting rid of cards which may prove vital later in the game. Players will have to judge which cards are 'safer' to discard and hope alternative cards will appear. It is the chief risk that players take in Tranquility. This is is why the start card rule can prove tricky for players, especially if it appears early in the game, having to discard 8 cards is harsh - it's nearly 10% of the deck. Curiously though, discarding cards gets easier as the game progresses. Typically numbers will get locked out as cards are played. E.g., if a 51 is placed adjacent to a 54, then cards 52 & 53 can no longer be used and can be freely discarded. Additionally, once the first start card has been played, any others can be safely discarded. Conversely, it's always risky to discard a finish card. All of this means that decisions in the early game are the most important and the game will 'settle down' as it progresses. Having said all of that, there is a issue I have with the game; which is that there's definitely a formula we found that players can employ to greatly increase their chances to win. It's not a guarantee and I never feel like we could be complacent when we played, even though we now generally win the vast majority of games we play and the game seems 'beaten'. Tranquility is fairly easy to learn, especially considering it's a cooperative game - quite often cooperative games have complex engines to drive the gameplay but that's not the case here. The game provides some conundrums to face and problems to solve. Players will need to manage the risk of their discards and make decisive decisions. If all of that sounds like some you'll like then Tranquility is definitely a game that's worth playing, just don't play it too often. So this is a sort of First Play! Love Letter: Adventure time, like Love Letter: Batman is a reskin of the original Love Letter. I'm not going to go into any particular detail here and will only list the notable differences. if you want to know more, the blog on original can be found here. Unsurprisingly, all the art featured throughout the game is sourced from the cartoon and the characters will be recognisable to fans. If you're not a fan, it's quirky and very cartoony-styled gentle parody of the original artwork with a bright palette, a style I find perfectly acceptable. Annoyingly though, some of the cards have been renamed; 'The Prince' becomes 'Hero', 'Handmaid' becomes 'Companion' and so on. I know that it's probably a better fit with the show's narrative and theme but it still means that even players who know Love Letter well will be referring to the rules! Instead of standard hearts or cubes, Love Letter: Adventure Time uses bright, multicoloured acrylic 'gems' to track scores and I have to admit they are pretty nice. With a couple of exceptions, the rules are broadly speaking, identical to vanilla Love Letter. Luckily, these additional rules don't break the game like some other reskins do but by the same measure, nor do they add anything to it and truth be told, can be easily ignored. Which is something I would do since I've always found the original Love Letter to have the best implementation of the rules. So is it worth getting Love Letter: Adventure Time? If you've already got some version of Love Letter; unless you're a completionist or a fan of the cartoon then you can skip this. However, if you're a fan and don't have a copy of Love Letter, it's a fantastic game and you should definitely get one and this version is a good as any. In fact if you don't have a copy of Love Letter, you should get one regardless! 23rd June 2022 It's another Thursday evening and we're in Aldershot for another gaming night. Village Green - a local game for local people? It turns out that competitions between local villages to have the best village green can be serious business! What's in a game?
Well that's it for the components - a deck of cards. The card quality average and what you'd expect from games nowadays. Watercolour styled artwork is used throughout the game on the green and village cards. depicting various items that could be found on an English village green (SIC). It's a pleasant style and the artwork all looks appropriately good, fitting it's theme quite nicely. The iconography is not so well implemented though. I felt the symbols used for the different types of flower could have been a bit more distinct or individual, especially since the icons are quite small. I also felt the 3 different types of tree icon displayed on the bottom of the green cards and award cards could have had been more distinctive. Otherwise, the iconography is fine. How's it play? Set up
On to play The objective in Village Green is to construct a tableau of 3x3 green cards while on the 'outside' of this 3x3 grid create a row and column of award cards to score points off of the green cards. Thus creating an overall 4x4 grid - including the village card which will be in the top-left corner. Village Green uses the usual turn structure of having the active player complete their action then having play progress to the player on their left. The active player can take 1 of the following 2 actions.
Endgame There are 3 criteria which may end the game. If either the green card or award card deck is depleted, or a player has placed 9 green cards, then the end has been triggered. The current is completed and the game goes to scoring. Player score from the following sources: A face-up village card scored 1 VP Each visible pond scores 2 VPs. Award cards score all the (Up to 3.) cards in their respective row/column. Points are tallied, highest score wins. Overall
On a basic level, Village Green is a fair simple game - pick a card and play a card, which makes it straightforward and quick to understand. However, like all good games, it's easy to learn but hard to master and this is definitely the case with this game. What makes Village Green tricky is having to literally think 2 steps ahead. Players will need to pay attention to a green card's type and colour when playing it because it will influence what is played next to it. Not only is positioning important when playing a green card but the order in which they are played will matter too. E.g., putting a green card into the centre of the 3x3 grid means that all 4 orthogonally adjacent cards placed subsequently must match the flower type and colour for that card. If the centre card is played last, then it would have to match all 4 cards already played and that requires planning ahead. Matching 3 types and 3 colours might not seem difficult but remember, players will only have a hand of 3 green cards and a row of 3 cards to draft from. Sure, a player can keep drawing and discarding green cards to hopefully get what they need, but this can catch a player out. Once the deck is gone - it's game over. Additionally, while rinsing through green cards, other players may be completing their 3x3 grids, which is also game over. Ultimately, players will need to commit to taking some risks and play early cards with gaps between them for some wriggle room for placing later cards and also rely on a bit of luck to get what they need. Award cards are also tricky to manage but in a different way. Players start with three, which can be good as it gives each player a initial individual scoring target to aim for. However, as green cards get played and players may be forced to put them in certain positions thanks to type and colour, it may end up that a award card scores less, zero or even worse - negative VPs! Luckily, award cards can be nullified by covering them with other award cards later. This though raises another quandary for players to ponder. The later an award card is played in the game, the harder it will be to place in a way to maximise it's scoring potential. Finally, there's some potential for higher level play by watching what cards other players are putting down, trying to anticipate their actions and denying them what they need. Although, since some of the icons are so small, it can be physically tricky looking at other players' tableaus with leaning over them! All of these mechanics are good because they always provide players with meaningful decisions as they try and positions cards so that they match type and colour as well as scoring criteria. Having written all of that brings me to a drawback of the game, which is that it can be a harsh and unforgiving experience. Players will be frustrated when unable to play cards and are instead forced to discard. It's likely that some players will end up without all their possible green or award cards - I know I did on my first play. So despite being easy to learn, I'm not sure this is a game for more 'casual players'? If it 'groks' with them, they'll be fine. Otherwise it'll probably take a game or two to get handle on where to player cards. There's not denying it's a elegant, fairly engaging game. It plays quick enough and will provide players the challenge of being able to place all their cards and also optimise scoring opportunities. Definitely worth a try in my opinion. 14th June 2022 It's a Tuesday and we're with the Woking Board Gaming Club at The Sovereigns for some gaming entertainment. I always thought a good leader leads by example and doesn't hide? On the other hand most leaders don't have to contend with 4 feuding factions and the undead! Hidden leaders is a fantasy themed sort of hidden role (Leader!) game with a dash of social deduction. What's in a game?
There aren't too many components to Hidden Leaders but they're all of a good quality as you'd expect from any modern game. The cards are OK, the board is fine and the meeples are of a satisfyingly chunky quality. Art-wise, Hidden Leaders is fantastic, each character is unique and has their own name and illustration, all of which are cartoony, brash and colourful, it's a style that appealing and perfectly fits the game's slightly humorous and not too serious theme. There are icons for the 4 factions which are easily understood as well as a handful of other icons. It doesn't take long to comprehend all of this and it won't prove an obstacle. How's it play?
On to play Hidden leaders is a game primarily about manipulating the 2 meeples on the board because their relative positioning at the game end will determine which faction wins the game and by extension which player wins. This done by recruiting i.e. playing hero cards into your personal playing to create your own band of heroes. There are 4 factions. Black: Undead. Blue: The Water Folk. Green: The Hill Tribe. Red: The Imperial Army. The game uses usual a traditional turn structure with the active player completing their action before play progresses to the player to their left. During the active player's turn, the following must occur.
Endgame The game continues until any player has put 5-8 face-up hero cards into play (Dependant upon player count.), face-down heroes do not count for the purpose of triggering the game end. When this occurs, the current turn is the last turn and we go to declaring a winner. First, the victorious faction must be determined, each one has their own winning criteria based on the positioning of the 2 meeples on the track. Black (Undead.) wins if both meeples are in the black area of the track, that is on spaces 9-12. This is regardless of the positioning of the meeples relative to each other. Blue (Water folk.) win if both meeples are on the same or an adjacent space on the track - provided of course they are both not in the black spaces. Red (Empire.) wins if the red meeple is 2+ spaces further along the track than the green meeple, so long as both meeples are not in the black area. Green (Tribe.) wins conversely, if the green meeples is 2+ spaces further along the track than the red meeple, again, Next; players reveal their hidden leader cards and face-down hero cards. The player whose leader is aligned to the winning faction, wins! It's quite likely that more than player will have a leader aligned to the winning faction. If this is the case, then the player with the most hero cards aligned to the winning faction wins. Overall
The first thing to mention is the game's asymmetrical winning criteria, it's something I've not seen elsewhere and is key to Hidden Leaders' appeal and informs all of the gameplay and tactics mentioned below. The objective is pretty straightforward in Hidden Leaders. Players will not only be trying to manipulate the meeples to their own advantage but also trying to deduce the motives of their opponents from their actions. This will allow players to try and anticipate their opponent's actions to their own advantage. E.g., a player moves the red meeple up closer to green one which is ahead, is it because they want to bring them together to want the red meeple to overtake the green or do they want to put the meeple in the black area. In this example, one single move can work towards the winning conditions of 3 factions. Interestingly, when cards are discarded to the wilderness, it's face-down so others can't try and see which cards are essentially worthless to the discarding player. Further more, players will at least 1 face-down hero. All of this is compounded by each leader being aligned to 2 factions so it can be hard to try and guess which faction they're supporting. It's a great use of 'imperfect knowledge' mechanics that will keep players on their toes. Hidden Leaders is a fairly easy to learn rules-light game, it mixes this accessibility with a higher level of play and depth of complexity that comes from trying to anticipate the actions of opponents that will make players think. So, while theoretically the game has a reasonably quick play time, some players will spend a lot of time analysing their options and next move. In short; the analysis paralysis can be strong with this one and it seemed to take longer than expected. But that can be down to the players. It should also be noted that whilst Hidden Leaders doesn't really have direct interaction between players, it definitely has a bit 'take that' mechanics. It's not too harsh to be fair but it's there and I for some players this is a no-no. Having said all of that, I found the gameplay a little slow, it felt like 1 card-play/actions wasn't quite satisfying enough and it felt like there was a bit too much downtime between turns, although we did play with a player count at the higher end. Otherwise I can't fault Hidden Leaders. If card games fairly heavy on deductive reasoning and trying to gauge the motives of other players are something you like, you'll probably find this engaging and enjoyable. 24th May 2022 It's a Tuesday and we're with the Woking Gaming Club in The Sovereigns. Fly as free as a err flying pirate? Libertalia: Winds of Galecrest is set in a world of fantastical aerial ships, anthropomorphic heroes and adventurous voyages to find loot and lost treasure. What's in a game?
Component quality is solid throughout, cards, tokens and tiles are well constructed but the chunky loot tokens really stand out, even if I have to resist the urge to try and unwrap and eat them. Libertalia: Winds of Galecrest makes use of excellent use of bright, eye-catching, cartoony art presenting a larger than life setting and characters. About a dozen icons are used throughout the game, they are all fairly clear and easily understood. How's it play? Setup
That's pretty much setup done. On to play Libertalia: Winds of Galecrest is played over 3 'voyages' which have a length of 4, 5 and 6 days. For each day, a player will put a character card into play and this is done secretly. Thus over all 3 voyages each player will use 15 character.
Endgame Play progress until the night actions for the 3rd and final voyage are resolved. Players compare their scoring dials. Points are tallied, highest score wins. Overall
Libertalia: Winds of Galecrest feels like a complex game but in practice is quite straightforward. In essence, a character card is played and the resolved up to 3 times. Where the game's complexity comes from is how a character card played interacts with character cards played by other players. Everyone starts with the same hand of cards and will acquire a further identical 12 cards during the course of the game. It means that all players will be using the same 18 cards played over in total 15 actions. But since it's unlikely that all players will make use of the same cards at the same, it means the game encourages players to watch their opponents. Knowing when someone has or hasn't played a certain card can prove very useful. This contextual information can allow players to adapt their tactics and can change the flow of the game. Additionally; Libertalia: Winds of Galecrest injects a dose of 'take that' into the game, the 40 cards have a varied set of abilities that can be brought to play, including being able to eliminate other characters, pulling cards out of the graveyard, etc. It's also worth noting that while the 'calm' side of the game board has the potential for some friction between players the 'stormy' side increases this. The game also provides short and long term goals which require short, mid and long term strategies. Day abilities on cards give players immediate benefits, but dusk and night abilities can also provide desirable benefits. A player may choose to put a high value character card on to the initiative track so they go earlier in the dusk phase to secure a certain type of loot. Which brings me to long term strategy, loot is vital here. Loot typically provides benefits during the end of voyage phase and the loot for all days is openly shown on the board which players must take this into consideration during the whole journey. All of this means that Libertalia: Winds of Galecrest hits a sweet spot of accessible but tactical game play. Players are always given meaningful decisions to make using a degree of imperfect information. I found it an engaging game. Definitely one to try. 14th May 2022 It's a Saturday and I'm in Aldershot after a impromptu get together with some friends. Flip City AKA Design Town is a light and uncomplicated push-your-luck deck building game about developing a city. What's in a game?
The cards are all the standard quality you'd expect from a card game. The game uses brightly coloured stylised art throughout and I always like this kind of artwork and I think it looks good here. additionally, the cards can be placed next to each to make a city landscape. Yes, it's unnecessary but it's a nice touch and shows some extra thought has gone into the presentation. Flip City uses some iconography, but all of it is clear and easily learned or understood. How's it play? Setup
On to play Each's active player's turn will consist of up to 2 phases, a play cards phase in which they play as many cards as they want or go bust and a buying phase.
Endgame Play continues until 1 of 2 winning criteria is met.
Overall
Flip City describes itself as a microdeckbuilder and it's not really wrong. Most deck-builders come with a supply-market of 10 card types or so but Flip City makes do with 4 types (5 if you include the micro-expansion), although they are double-sided, so there are actually 10 types of card. Even so, it's a very compact feeling game. For me however, where Flip City differentiates itself from other games of its kind is the implementation of a push-your-luck mechanic. It works well here, especially in conjunction with meeting the winning conditions, essentially forcing players to continue drawing cards and pushing their luck until they either have 8 VPs or 18 cards in play. As a result, Flip City is a little different to many deck-builders, which at their core are more-or-less about creating cash-generating engines to purchase cards that will earn them more cash during the early-game or VPs during late-game play. In Flip City, generating cash is still important because it allows players to acquire more cards but some of those cards will have to work towards being able to draw 8 VPs or 18 cards. Flip City is a quirky, charming, fairly light and quick to play pocket-sized deck-builder that presents players with some meaningful paths to winning and choices as well as some unusual game play and a nice little risk-and-reward mechanic. Given it's light nature, I'm not sure how the game will hold up to repeated play but that's sort of missing the point. This is a fun filler game that is good to ply every once in a while. It's worth a try and if deck-builders are you thing, then this will probably appeal to you. 13th May 2022 Friday the 13th continues and we in Farnborough for some more after work gaming goodness. Many games have small components that could be considered choking hazards, that however is not the case with... Joking Hazard, a game inspired by the Cyanide & Happiness comic strip. What's in a game?
There's not much more to say about the cards, they're quality is pretty good, considering the game's origin, the artwork is exactly what is expected and the game uses no iconography. How's it play? Setup
On to play Individual cards in Joking hazard essentially have no context and this is a game about putting them into context by constructing jokes out of 3 comic panels, only the comic panels will be to some degree randomly created.
Endgame The first player to win 3 points, wins! Overall
Joking Hazard is an accessible party game that can be played by up to 10 participants and is equal parts mildly amusing and mildly offensive. Well... as offensive as the Cyanide & Happiness comic it's based on. So I guess if you're easily offended, you might want to give this a miss. From a gameplay perspective, you would be forgiven for thinking Joking Hazard is just the same as other 'you be the judge' games. However, Joking Hazard differs because individual cards have no context. There is no statement A and answer B. The players create context themselves, which gives the game a slight edge. Is it any good though? The answer is; sort of, which to be honest, is not a good answer really and a bit of a cop-out. But the truth is; this games clearly sits in the domain of beer-and-pretzels. If you're going to be playing it with a bunch of slightly dour-faced gamers who usually play 6 hour empire building, resource managing, epoch spanning games, no one's going to enjoy this. However, if you play it with some work colleagues or non-gamers who's only understanding of games is 'Is it like monopoly?' then they'll probably have a blast, especially if they've had a drink or two and that's who the game is targeted anyway. |
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