Showing posts with label CardGame. Show all posts
Showing posts with label CardGame. Show all posts

Sunday, November 22, 2015

Codenames

Sometimes big fun comes in small packages.

Vlaada Chvátil is the designer of space junk builder and racer Galaxy Trucker and space ship crew simulator Space Alert, but is most famous for the magical stategy game Mage Knight. So you'd be forgiven for thinking that his expertise lies solely in big box, big rules games. But everyone needs a change of pace, and Codenames is Vlaada's.

When you open the box you'll be surprised to find just a few packets of cards, in two varieties, and a sheet of thicker card stock with a few cards to punch out. It becomes immediately obvious that this game is clean, clear and simple, but by no means basic.

Codenames plays ridiculously cleanly. You set out 25 cards in a 5x5 grid. Each card has a single word printed on it twice, back to back, readable from both sides of a table. Then there's the map card, a square card with a 5x5 grid of squares, eight coloured red, eight blue, one black and seven cream. Eight plus eight, plus one plus seven equals 24. The last of the 25 squares will either be red or blue, deciding which team starts first, having one extra word to identify.

Players are divided into two teams, each made up of one Spymaster and one or more Field Operatives. The two opposing Spymasters sit on one side of the table, with their Field Operatives on the opposite sides. The Spymasters can see the map, or key, and are trying to clue the Field Operatives in to which cards are in their teams colour.

But it's not as easy as giving coordinates to the colours you want. Spymasters are restricted to only saying one descriptive word and one number. With that, they have to find connections between the words in the grid of 25 on the table, using the key to tell them which cards are important to them. So if the words Day and Star are in your colour, you might say Night, 2, in the hopes that your team get the connection.

And that's really the essence of the game. There are rules about guessing, such as not using part of a code word, like if Seahorse is on the table, you can't use Horse, or Sea as the clue, and there are rules for passing the turn to the other team, but all that is in the silm rulebook. Spymasters give clues, their teammates try to decipher those hints and find the required cards, and everyone wants to avoid that one black card which acts as an assassin, instantly losing you the game if chosen.

Codenames is fast. You can get a game set up in less than a minute and played in less than five if your team is on fire, less than ten if they're struggling for inspiration. And the second game will be even easier, as all the word cards are double sided, so for a second game, simply flip the grid!

I highly recommend Codenames. It's fast, easy to teach, and endless fun. The grid of words will never be the same, so there's no chance you'll just learn an optimal codeword and over use it. As long as a player can read all the words, they can play the game, so it works really well with younger players too.

There is a free app available for iOS and Android that generates the key and looks pretty. This means that it's possible to try the game using the app and a deck of Apples to Apples words, as long as you do some curation on the cards that come up. A fun way to try out this fantastic board game, but not a good long-term substitute.

Photos and formatting to be added later. I'm running disasterously behind on my posts.

Friday, September 19, 2014

Love's Lost Legacy

While attending PAX Prime 2013 with friends, one of the highlights of the weekend was being introduced to the micro card game Love Letter. My good friend JP picked it up and showed it to us, having played it himself while visiting San Fransisco.

Love Letter, by designer Seiji Kanai, consists of a slim 16 card deck. The basic mechanic every turn is Draw One, Play One. You always have a card in hand, and draw a second, chose one of the two you now hold, and play it. Card actions are clearly described on each card, and none are particularly complex.

The round ends either when one player remains in play, or, if all cards are played, the remaining players compare their cards and the highest value card, displayed in the top left-hand corner, becomes the victor. The game is played traditionally on a first-to-four-points basis, though it works fine as a one round per game quick filler.

AEG's Love Letter is a wonderfully tight game, with beautiful art on every card, and presented in a beautiful red velvet pull-string bag. It's fast, fun and intense, resulting in lots of laughs and gasps of astonishment as people get knocked out in the most unbelievable way. Deducting what cards are left in play from those that are sitting exposed on the table is a fun, taxing time, with a light-hearted tension resting over the players.

As well as the red velvet bag edition of Love Letter, I also picked up the green velvet bag edition themed around the world of Legend of the Five Rings. This is the exact same game with roles and art reskinned to match the L5R universe.

Then I discovered Lost Legacy: The Lost Starship, from the same designer. Another micro game with a 16 card deck, and the same Draw One, Play One mechanic, this game has a fantasy tinged with Sci-Fi theme. It plays very similar to Love Letter, but the card actions are universally different.

The goal of Lost Legacy is to discover the location of The Lost Starship, a unique card in the deck. It also adds a Ruins location on the table, containing one or more cards. Card actions allow you to look at, swap or shuffle cards in the Ruins during the game. The endgame mechanic is unique as well, introducing an Investigation phase on top of the Elimination victory. If the game makes it to the Investigation phase, the players that are still active have a chance to discover the location of The Lost Legacy, either within the Ruins, or in other players hands. Whoever successfully discovers The Lost Legacy wins the game.

Like Love Letter, Lost Legacy is a tight, fast game. Some two players games have been over in a single action! The art is, again, beautiful, with very cool and interesting depictions of a fantasy world infected with Sci-Fi technology. Adding to my collection of beautiful packaging, Lost Legacy comes in a blue velvet pull-string bag.Unlike Love Letter, Lost Legacy is played in single rounds. The winner of a single round is the winner of a game. In the future, there will be sequel sets, Flying Garden and Whitegold Spire, allowing you to mix two sets for a bigger deck, or playing each set back-to-back as a campaign, which I'm ready to buy into.

While they seem very similar, both Love Letter and Lost Legacy share playtime at my gaming table, sometimes one directly after the other. They are equally fun and I love introducing both to new players and watching them understand how much depth can be had in just 16 cards. Highly recommended, if you're not already enjoying either of them.

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Friday, June 13, 2014

Hanabi

The hardest part of this game is that you hold the cards the wrong way around.

No. Really. That's going to be the bit that trips you up more than any other.

In Hanabi, you play technicians tasked with putting on a spectacular fireworks show, but you've made one slight error. The sequence for firing each rocket has been mixed up, and now you and your fellow technicians must correctly launch your coloured gunpowder tubes, without admitting your own fault.

Everything is backwards

Each player has a hand of cards, but holds them facing out to the rest of the table. Thus, you know what everyone else has, but no idea what you hold yourself. On your turn, you can play a card, discard a card, or give a piece of information. Information is limited, represented by eight clock tokens that get removed as information is shared, and recycled if a card is discarded.

It is up to the players to make five suits of fireworks, one in each colour, each containing five cards, numbered one to five, in ascending order. If a card is played incorrectly, either because a copy of it is already in play, or the card one lower than it is not yet in play, then the fuse shortens and the tension rises.

The game ends if all five fireworks are completed, if the draw deck empties or if three fuse tokens are discarded to the box, revealing the explosion token. At that point, the highest value card in each colour is added together to get the groups final score.

Hanabi is a fun, tense game of strategic planning, memory, deduction and a little luck. It plays fast, and supports up to five players.

We love this game at my house, and it gets a lot of playtime, most popular with four or five players, but fun with two as well. Because information is scarce, and there are restrictions on how information is given, what you chose to tell someone, and what you chose not to tell them becomes the key to victory or defeat. Also, once a piece of information has been given, it's up to that player to remember it. Other players shouldn't remind their fellow technicians what was revealed in previous rounds.

It's hilarious being able to see everyone else's hand, but not your own. Looking around at opening hands is always fun, realizing that the other players all hold all the fives, or that one player has three red ones in her hand. Co-ordinating the distribution of information with other players is easy at first, but becomes more difficult, as you can't explicitly tell the active player what to do. Trying to work out the value of being told "These two cards are RED" can be tricky, and I've often found myself discarding a valuable card or playing an inappropriate card because I misjudged something.

It can also be incredibly frustrating seeing a valuable card in another players hand, but not being able to get them that vital piece of information. But that's all part of the game.

I recently brought Hanabi into work with me and tried it out with some of the kids I teach. I was planning on just teaching the older group, but we had one seven year old in the group, and he was the first to totally get how the game works. While I was explaining the rules, he would stop and ask me a clarifying question, by way of a play example, and he was right in his assumption every time! When we played, it was clear that the group had no issues with understanding the rules, and enjoyed the tension of watching another player agonise over whether to discard or play a card inhand.

Hanabi is a wonderful game, and comes highly recommended. It's also the first of three games by designer Antoine Bauza that I'll be reviewing in upcoming posts!

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Board Game Review Hub

 

Saturday, July 20, 2013

Board Game Review Master List

Since moving to Vancouver, I've had the chance to play and experience a huge range of new boardgames thanks to new friends with new interests, not to mention an surge of new releases in that time. I've occasionally tweeted my enjoyment or disappointment over a game, but I thought I'd expand on those 140 characters here, and break down my favourite board/card games.

Some of these are new games, some are old games that have just been introduced to me, and a few are reprints, or new editions. There are a number of ways I could approach this list, but after giving it some thought, we will start with Risk: Legacy, then King of Tokyo, and so on in that fashion.

Risk: Legacy
King of Tokyo
Forbidden Island
Elder Sign
Red November
Escape The Curse of the Temple
Race to Adventure
Pandemic

Shadow Hunters

Hanabi
Love Letter & Lost Legacy
Cosmic Encounter
Legendary Encounters
Dixit
Sheriff Of Nottingham
2-Player Mini Reviews
Codenames
Quantum
XCOM The Board Game
Inis
Captain Sonar

I update this list with new links as I write more board game reviews, such that this post is a hub for all my reviews. Bookmark it for easy access any time you need it.

Bonus Related Posts:

The Game Canopy
ChromaCast Cajon Bag
Battle of the Board Game Bags, a comparison of the Canopy and the ChromaCast