Pirates of the High Skies

SeaOfClouds

“Sea of Clouds”

designed by Theo Riviere, published by Iello Games

Travel through the sea of clouds as steampunk pirates! Collect crew, treasures, and rum in order to amass the most points. Each round, the first player will look face down at a designated loot card: she can take it, or leave it. If she does, she adds one card to that loot stack and looks at the next loot card. Same decision, and repeat one more time for good measure. If she refuses all three cards, she can take the top card off the deck. The next player now does the same, but if the previous player left cards, they have more to look at and potentially take! But be careful, there are plenty of bad cards out there, and you can collect sets of items, but the first few of each item are almost always negative points! Oh, and you fight every once in awhile. Count up your points at the end of your voyage and rule the Sea of Clouds! Arrrrr.

Peeking at the loot is fun, but the turn progression seemed odd: you change start player and move the ship after every player has a chance to look at the loot, but the way player changed seemed harder to keep track of than it should. Light, fun, easy choices. But, if you don’t collect those sets, either because you passed on them or thye got snatched before you can even get them, you can seriously lose. Like me.

One Line Verdict: A must-stop for steampunk pirates, but others may want to keep sailing.

Exciting Words Slammed Together!

ApocalypseChaos

“Apocalypse Chaos”

designed by Florian Flay, published by Z-Man Games

My vote for one of the most ridiculous titles I’ve ever seen…but a clever sci-fi themed co-op where you fight off invading alien hordes  in several different scenarios. It even has a three-dimensional board with raised platforms for multiple level combat! Roll dice to allocate actions, trade among players, activate special abilities in your rooms, and blast the multitude of rampaging aliens to satisfying bits.  The aliens are simply programmed through cards to move and attack, and it’s up to you and your team to maximize your own dice in relation to their actions.  It’s like a complicated puzzle that you need to solve.  A complicated puzzle to avoid your horrible, brutal deaths from withering alien attacks.

A good game for fans of the equally punishing “Ghost Stories” where success is both hard-won and satisfying.  But that name…oh, that name…

One Line Verdict: Join the fight!  Much more intellectual than the theme and title suggest.

Run Away! Run Away!

Troll

“Troll”

designed by Kouji Kimora, published by Oink Games

Can you escape with the troll’s treasure? A simple action selection/deduction game that fits into a teeny, tiny box. The starting player looks at the troll who has a number between 5 and 11 (roughly), and then places a number between one and five face up. The higher the number, the greater the reward, but also greater the risk. The next player decides to either put a number down blind, and double their reward, or they can peek at the troll and make a better decision. If the total is higher than the troll’s number, then it will catch you! What is your opponent doing? Are they a jerk who will get you snatched by the troll? Probably.

Definitely a clever game with a pretty basic mechanic.  Almost pure bluffing, and there is room for strategic play, but that fact isn’t apparent right away.  And it feels pretty light.

One Line Verdict: Don’t bother with his Troll too much.  Unless you like trolls.  And bluffing.

Definitely NOT the Yellow Submarine

DeepSea

“Deep Sea Adventure:

designed by Jun Sasaki & Goro Sasaki, published by Oink Games

Go diving for treasure in this small-box Japanese game. Roll the dice and travel deeper into the ocean to pick up scoring chits. But be careful: everybody shares an air supply and the more chits you have, the faster the air goes and then the slower you go. Do you keep going for that one more turn to pick up a higher value chit? Or do you turn around and hope to make it back before the air runs out? If you’re me, you just sink and die every time. The winner got two chits and won by a point. That’s a tight game.

But it’s a fun game: a simple and challenging press-your-luck game that really makes you say, “just one more step…”

One Line Verdict: Dive into this one!

Building Egypt One Block at a Time

Imhotep

“Imhotep”

designed by Phil Walker-Harding, published by Kosmos

Build the wonders of Ancient Egypt, from pyramids to obelisks to temples and burial chambers. Place blocks on boats, and once a boat is full enough, sail that boat to one location. Unload and score points or get market cards to help you in later turns!  Each location builds and scores differently: maybe you’ll stack blocks to form an obelisk, or put blocks pyramidally to build, well, a pyramid.  But watch out: opponents can end up choosing where you sail your boats and scuttle your plans.

A pretty light game, with clear choices, but an interesting spatial component as you try to figure out where your blocks will score, and then realize it doesn’t matter anyway ’cause your opponent will just sail you to the last place you want to go.  It’s almost press your luck: how long can I delay sailing to maximize my points?

 

Panda Death Garden

Takenoko

“Takenoko”

designed by Antoine Bauza, published by Asmodee

Such a cute game with a little cute panda munching bamboo as you lay bamboo hexes and send the gardener to grow different color bamboo. Each round begins with the roll of the event die: get more actions, or double up on action or get move the panda or gardener for free. Then choose two actions to perform during the round. Choose a new hex tile to add to the garden, or move the gardener to grow bamboo, or move the panda to eat (collect) a bamboo shoot. Race to complete your secret objectives: having combinations of bamboo eaten, or grown, or hexes in certain patterns. Win the favor of the emperor and the player with most points from objectives win!

So very cute, but it can be so brutal and cutthroat as you work at cross purposes against the other players. It almost drove my son to tears because you can totally mess someone up quite unintentionally.

All the Fun of “Magic the Gathering” Without Actually Having to Play It.

MillenniumBlades

“Millennium Blades”

designed by D. Brad Talton, Jr., published by Level 99 Games

A board game that simulates the buying, selling, trading, and playing of collectible card games. Using stacks of paper money (to make you feel rich), buy and sell fun cards with great parodies of popular franchises and try to build the best hand for use in the upcoming tournament. Buy from the main marketplace, or sell the card on the secondary market, or trade cards for more powerful bonus cards.  Collect cards for fighting, or even keep cards for your collection and earn bonus points.  All this takes place in a slightly frenzied 20 minute, real-time trading round.  Then pick some cards to fight in a tournament!  Do this for two more rounds, with ever more powerful cards appearing.  Trade, fight, rinse and repeat. Most points earned from collecting cards and placing in tournaments win! But mostly stare at the cards and try to build a good deck with combos that make sense and watch the whole thing get undone anyway by your opponents during the tournament.

So much variety in this game with all the different parodies of famous franchises.  So much symbology as  you try to put together a small tournament deck that actually makes sense in the limited time allotted.  It’s almost overwhelming, but you really get to live out your fantasy of buying and trading all those CCGs!  Oh, wait, not your fantasy?  Never mind.

Poker Made Even More Vile and Disgusting

CockroachPoker

“Cockroach Poker”

designedly Jacques Zeimet, published by Competo/Marektoy

In this pure bluffing game, keep the vermin away from you by passing them off to other players. Pick a card from your hand, hand it to the next player and declare boldly what it is: truth optional. The next player can decide to pass: then he looks at it, passes it to the next player and he declares boldly what it is. Or, he calls the bluff: “that’s not a cockroach!” Guess right, and the original player gets the card in face up in front of them: or guess wrong, and you get the card. First to four of the same vermin in front of them loses.

Complete crap if you’re bad at bluffing or trying to read your opponent. So, good thing I won by not going out first.  Otherwise, quick and light and a great filler.

Can You Escape…this Game?!

EscapeRoom

“Escape Room: The Game”

designers unnamed, published by SpinMaster, Ltd.

Use your puzzle-solving skills to solve the puzzle and escape the room in one of four scenarios! An escape room in a box, the game comes with plastic keys and a neat timer/decoder that counts down from 60 minutes. Solve the puzzles to figure out which are the correct four keys to insert into the box and win the game! Each scenario has multiple stages, with each stage getting progressively more difficult. Look at maps, do logic puzzles, and yes, even word searches in your quest to escape! Or lose. You can do that to. The best way to do that is miss one vital, if fairly obvious clue in your haste to get things done.

It’s all in the title, and presents a fun experience in that vein. Getting the breakthrough: awesome, But, can also be terribly frustrating and at times and players will just sort of spin their wheels.

Always with the Steampunk…

Spyrium

“Spyrium”

designed by William Attia, published by Ystari Games

Become a steampunk industrialist using the newly discovered element spyrium.  Locations providing special powers and actions are placed in a grid on the table with space between them.  Place workers between two different locations you need: build buildings, hire workers, patent techniques. The trick is, the more demand for that thing (that is, as more people place workers around a location), the price goes up. Build up your mines and factories to earn you spyrium and then transform that spyrium and workers into victory points.

Putting the workers between two locations really opens up the possibilities and makes it so that when someone takes an action you also want not so bad. Worker placement and engine building fun.  As with other worker placement games, awards careful planning and long-range thinking.