Aug 272014
 

d2-cards

Let me open this review by saying that I’m not much of a lover of trick taking games. My wife’s family plays a lot of Hearts and I’ll play with them but given the choice to play a card game with a standard deck or something neat and different, with card text and player interaction, well I’ll go in that direction just about every time.

Except this time. Diamonds is the exception to my personal rule and is one of those games that I find myself setting aside time to play. Now, lets dig into this game and find out what sets it apart from the many other trick taking games out there, and why you don’t want to leave this game on the floor in the dark.

Overview

Diamonds is a game designed by Mike Fitzgerald and published by Stronghold Games. The ‘Podfather’ Stephen Buonocore, who’s appeared on Indie Talks several times and who also happens to be the one in charge at Stronghold Games was kind enough to send off a review copy to me.  It plays with 2-6 players, ages 8 and up and takes about 30 minutes to play. The game ships with 60 cards in four suits, 110 small diamond crystals, 25 large diamond crystals, six vaults, a rule book and six player aid cards. Diamonds will have an MSRP of $24.95 and will be available September 10th.

This game takes the concept of a simply trick taking card game, stands it on it’s head, makes it beautiful and so much more strategic and ‘thinky’ than any other game in this genre that I’ve played. Each player is dealt 10 cards, which range in numbers from 1-15 and have four suits – diamonds, hearts, clubs and spades.  Each player also gets a cardboard standup ‘vault’ and three small diamond crystals, which are placed next to the vault in what’s called the player’s ‘showroom’. The player to the left of the dealer opens the game by playing a card with what will now be the leading suit. Each player after that plays one of their cards in that same suit until every player has played a card. The player who put down the highest number card in the opening suit wins that hand, thus ‘taking the trick’. So far, it’s just like every other trick taking game, right? Well here’s where Diamonds peels off it’s humdrum, stodgy old suit, throws on the dance gear and gets funkier than 1970′s John Travolta on a near frictionless dance floor.

First off and most importantly to me as someone who doesn’t enjoy standard trick taking games, every player in this game will get to do something cool at least a few times with every hand. And by cool, I mean score points and actually interact with the game. Each suit has a specific action tied in with it and you’ll get to use these actions a lot during the game. What this does to a simple trick taking game is two-fold. First, it gives everyone a much greater chance to score points (as we’ll see just a few paragraphs from here) and second it adds a layer of real strategy which you’ll see emerging only after a few play throughs. Here are the suit actions:

  • Diamonds – Take a small diamond crystal from the supply in the middle of the table and add it to your vault.
  • Hearts – Take a small diamond crystal from the supply and add it to your showroom.
  • Spades – Take a small diamond crystal from your showroom and add it to your vault.
  • Clubs – Take a small diamond crystal from another player’s showroom and add it to your showroom.

d-player guide

At the end of the game, any diamonds in your vault are worth 2 points each. Once placed in your vault, Diamonds cannot be removed. Any diamonds in your showroom are worth 1 point each, and can be affected by game play. The small diamond crystals represent 1 diamond, the large diamond crystals are worth 5 diamonds.

Game Play

The game is played in a series of rounds, between 4 and 6, depending on how many players there are. Once each player is dealt 10 cards and any remaining cards are set aside, the dealer then gets to decide how many cards will be passed this round. They can choose 1, 2 or 3 cards. Each player selects these cards and passes them to the player on their left.

Now we’re going to open the first round with the player to the left of the dealer playing the a card. This card will determine the lead suit (Diamonds/Hearts/Spades/Clubs).  Say it’s the 12 of Diamonds. The player to the left then must play a card of the same suit. If they can play a higher card (the 14 of Diamonds say) they have a chance to win this trick. After each player places one card, the player who ends up playing the highest card of the lead suit takes the trick. They take the cards of the lead suit and get to do the suit action. So again, if this lead suit was Diamonds, they’d take a diamond from the supply and place it into their vault. All of these cards they’ve taken then get placed face down in front of them for later use. This player will then lead with the first card once everyone’s played their card.

d-cards

Here’s where it gets interesting – sure the winner of the trick gets to take their suit action after everyone’s played a card, and they get to keep a bunch of cards (will get to those shortly). But – there’s a way for other players to take suit actions before the trick is finished. If a player cannot follow suit because they don’t have any of those cards in their hand, they can play any card of any suit they do have. As soon as they play that card, they can then immediately take that suit action. Looking at the list of suit actions above, this allows for players to do interesting things to themselves and other players when they can’t follow suit. No more throwing away those cards, because this ain’t your grandfather’s trick taking game. This simple change is brilliant really, and this is where a lot of the strategy gets layered on.

At the end of the round, once 10 tricks have been taken, the players flip over all of the cards they’ve collected when they’ve won tricks. Then, in this order, the player with the most Diamonds takes a Diamond suit action, the player with the most Hearts takes a Heart suit action, then Spades and finally Clubs. If a player finds themselves not taking any of these suit actions because they’ve not won enough tricks – they still get to do something. They then immediately take two Diamond suit actions.

All of the cards are then collected, shuffled back into the deck and the next round begins. Once all of the rounds have been played through, players add up their points. Diamonds in your vault are worth 2 points each, diamonds in your showroom are worth 1. The player with the most points wins.

There’s a nice variant for two players, where each player plays 2 cards for every trick. I’ve played this variant a number of times and it works. There are also team play variants and ‘perfect’ game variants. A Perfect Diamond game is one where you know every card that’s going to be played. In a standard 3 player game, you’ll deal out 30 cards and put the other 30 aside. In a Perfect Diamond 3 player game, you’ll remove the 10-15 cards of each suit, leaving 30 cards which you’ll then deal out. Each player knows what cards will be available before the game starts. I’ve tried the Perfect Diamond variant and it changes game play a bit, but I prefer the more random style of play. I’ve not yet tried the team variant for 4 or 6 players.

Components

d1-blur

Here’s something you’ll probably not hear much when it comes to trick taking games – but the components in Diamonds are top notch, beautiful to look at and thoroughly fun to play with. The cards are wonderfully designed with an art-deco style that makes full use of a new printing process which allows shiny metallic ink to be used, and it’s used to great effect. The cards look great! The diamond crystals are nice and chunky (very similar to those found in Ascension if you’ve ever played that) and add a really neat tactile element to the game. You’re not just collecting points, you’re hoarding Diamonds! The vaults are functional, folded cardboard of a decent stock and work well to hide your Diamond collection from other players.

Conclusion

Bottom line, I really enjoy Diamonds, much more than I thought I would. It’s a simple enough game that I taught my 8 and 11 year old kids to play it and they grasped the basics immediately. It’s complex enough that after five or six plays, we’re all still figuring out strategic ways to play cards so as to take advantage of immediate suit actions in an order that will benefit us most. With the chunky components, the hidden and untouchable diamond vault and the beautifully designed cards this game drew in my kids like they were crows seeing something shiny. I say that in all honesty, they flocked to the table when I opened the box. Other adult players were able to show a little more restraint but were also attracted to the neat components. During the game, it makes a big difference that everyone has a chance to do something and score some points. You’re not just throwing away cards that aren’t in the lead suit, you’re using them as strategically as possible. It doesn’t hurt that in doing so, you’re building up a literal hoard of plastic diamonds.

It’s nice that the game really does play in 30 or so minutes with 4 players or less. I’ve not tried it with 5 or 6 but suspect it wouldn’t go all that much longer. I hesitate to call this a filler game because it’s got a bit of complexity to it and it feels heavier than a trick taking card game. Maybe it’s the components, maybe its the neat use of suit actions but playing Diamonds for 30 minutes gives me the feeling of playing a chunkier, heavier game. With that in mind though, it does work well as a start of the night or end of the session game. It also works really well as a family game, or something to bring out when you’re playing with non-hardcore gamers. My in-laws got a real kick out of it! With a $25 price point this game has a lot of attraction not only as a great, quick game, but as something I can give as a gift to others without breaking the bank.

That’s the pro portion of the review. The cons? Honestly, there aren’t many! If you don’t like card games at all you’ll probably not be this far down in the review. The box does designate this as a Pocket game, which it’s really not unless you have insanely large pockets so there’s that. Also, with any game that comes with small, relatively sharp plastic bits, don’t leave the Diamonds on your floor if you value your ability to walk. In the case of an apocalypse of some sort, I’d take this game with me because I could play it to relieve stress and also use the Diamond crystals as decent caltrops, should I need them.

I’ll finish up with this – it’s a solid, fun, fast, trick taking game with an unexpected and simple but brilliant twist on the trick taking mechanic. It’s the first trick taking game I’ve ever played where I’ve wanted to play it two, three or more times in the same night.

d3-vault

About Ben

I'm a geek. A nerd, a dweeb, whatever. Yes I owned garb, yes I still own medieval weaponry. And yeah, I could kick your butt in Mechwarrior the CCG. I love video games, role playing games, tactical board games and all forms of speculative fiction. I will never berate someone for wanting to be a Jedi and take everything Gary Gygax ever wrote as gospel. Well, all of this but that last bit.

Jun 262014
 

suspense

Finally got Daniel Solis’ Suspense! to the table! What a fun, tight little game! We only had time to play three rounds but let me say with 13 cards, this game is still actually a game, and a good one at that. 

There’s a hidden victory condition (that face down card) every round. Only the dealer knows what it is. Based on what they play (or if they pass/fold) you have to try and guess what it is. The cards are numbered 1-6, with 6 black numbers and 6 white numbers, plus a 13th non-number, non-color card. 

Some victory conditions would require you to have the highest white card in play (on the table) or the lowest black card in your hand. 13 cards, 13 victory conditions. 

I can see this game getting better the more you play it, and the more familiar you are with the victory conditions. 

Also interesting is that this is specifically made for 3 players, with each round lasting no more than 2 minutes. You could play a lot of this in a short amount of time. 

As always with Daniel’s games, the design is great, everything is easy to read and the quality of card stock from DriveThruCards is good. 

You can buy this for $4 plus shipping. I think it cost me a grand total of $6.99 for a game I know I’ll be playing a lot of. Certainly one of those cases of getting your money’s worth. 

Buy it at DriveThruCards today. 

About Ben

I'm a geek. A nerd, a dweeb, whatever. Yes I owned garb, yes I still own medieval weaponry. And yeah, I could kick your butt in Mechwarrior the CCG. I love video games, role playing games, tactical board games and all forms of speculative fiction. I will never berate someone for wanting to be a Jedi and take everything Gary Gygax ever wrote as gospel. Well, all of this but that last bit.

May 142014
 

WBG Cover1

Whine Be Gone is here!

Here’s a quick, meta-game (that is, a game that isn’t strictly played at the table, over a set period of time) that I constructed mostly for my own, personal sanity. I have kids, two daughters aged 11 and 8. They’re great kids and I love them more than anything else in the world. But they whine. Not constantly, not all the time, but far more than I or anyone else would like them too. So I dug back into my MEd. past, and read up on a bunch of articles about child development and behavior. This is what I came up with.

30 cards (plus three rules cards) that will turn not whining into a positive experience for children. It also takes whining, an effort to get what they want (an object, a condition or attention) and gives parents a fairly non-confrontational way to acknowledge the behavior, and then ignore it while still letting kids know it’s not okay.

You can buy it at DriveThruCards for $5 (plus shipping) or at The Game Crafter for $7.99 where it comes with a nice tuck box to store your cards in. You can also go to either site and download the Print and Play version for free.

wbg1

A meta-game designed to help your kids overcome whiney behavior.

Why do children whine? Essentially it’s a strategy designed to call attention to themselves so they can obtain something they want. It could be something as simple as a snack or as far out as a trip to Disney World.

Kids continue to do it, because it works. Even if parents and care givers do not give in to the whining, they often find themselves acknowledging the child’s behavior by pleading for a stop, or initiating some kind of punishment.

Whine Be Gone gives you a one stop, easy to use method for reducing your child’s need to whine, introduces a positive reinforcement system, and shows your child exactly how much they engage in whining behavior.

Whine Be Gone is appropriate for children aged 4 plus. As a bonus, you can also use this at work, with your extended family and on long car trips with other adults.

About Ben

I'm a geek. A nerd, a dweeb, whatever. Yes I owned garb, yes I still own medieval weaponry. And yeah, I could kick your butt in Mechwarrior the CCG. I love video games, role playing games, tactical board games and all forms of speculative fiction. I will never berate someone for wanting to be a Jedi and take everything Gary Gygax ever wrote as gospel. Well, all of this but that last bit.

Apr 022014
 

cardback3

Last week I started a contest to give away three copies of my new game. That contest is over, and we have three winners! Congratulations to Entry #670 Michael C., Entry #8 Jason L., and Entry #708 Nathan S. If you’re one of the three winners, and you have not received an email from me, please get in touch and let me know where I can send the game!

About Village Idiot

Life in a medieval village can be very political. On one side you have the Mayor – respected, powerful, able to affect real change. On the other side you have the Village Idiot.

I’ve been working on this one for a little while – finally the art came together for me and the last bits of play testing concluded. The proofs arrived a little over a week ago! The PnP version will be free. DriveThruCards will be $6.75 plus shipping, but comes with no tuck box. The Game Crafter will be $10.99 plus shipping but comes shrink wrapped in a nice tuck box. In both cases my profit margin is pretty damned slim.

Honestly I’m not looking to make a ton of cash off of this fairly simple title – but more I want to stay active in design and keep new and titles arriving every three months or so if I can.

The Game

cardsVI

Challenge other players to a battle of skill and luck. Add to the rules of the game as you seize power but beware! No one is above the law. Claw your way to the top and do your best to stay there in this fast, fun, trick taking game with a twist! Village Idiot plays in less than an hour for 3-10 people ages 10 plus. You’ll be jumping right out of your seat!

Based on several classic party games, Village Idiot combines trick taking, rules making and six rounds of play with every round progressively changing as players build upon the basic rules.

Easy to learn as all of the rules fit on two standard, poker sized cards. Village Idiot can be played with family or friends and be as fun or as cutthroat as you want it to be!

If you’ve ever played the game ‘President’, this is fairly similar. I’m also told it’s pretty close to the Great Dalmuti (but I’ve not played that one) with a few tweaks. It’s got a definitive end now, a point scoring system and is family friendly. I’ve got it listed as ages 10+ but I should note that my 8 year old has no problems with the game. She’s an old hat at play testing and game playing though so your mileage may vary when it comes to other 8 year olds.

Where to Purchase Village Idiot

TGC

dtcDriveThruCards for $6.75 plus shipping

The Game Crafter for $10.99 plus shipping.

About Ben

I'm a geek. A nerd, a dweeb, whatever. Yes I owned garb, yes I still own medieval weaponry. And yeah, I could kick your butt in Mechwarrior the CCG. I love video games, role playing games, tactical board games and all forms of speculative fiction. I will never berate someone for wanting to be a Jedi and take everything Gary Gygax ever wrote as gospel. Well, all of this but that last bit.

Mar 262014
 

cardback3Village Idiot is a fast, trick taking game of medieval village politics!

Life in a medieval village can be very political. On one side you have the Mayor – respected, powerful, able to affect real change. On the other side you have the Village Idiot.

Challenge other players to a battle of skill and luck. Add to the rules of the game as you seize power but beware! No one is above the law. Claw your way to the top and do your best to stay there in this fast, fun, trick taking game with a twist! Village Idiot plays in less than an hour for 3-10 people. You’ll be jumping right out of your seat!

Based on several classic party games, Village Idiot combines trick taking, rules making and six rounds of play with every round progressively changing as players build upon the basic rules.

Win one of three copies

Between March 26th and April 2nd, I’ll be running a give away where you can win one of three copies printed through DriveThruCards! One of these copies will be reserved for a winner outside of the united states. Use this handy Rafflecopter widget to enter! Feel free to retweet and get your free daily entries every day the contest is running.

a Rafflecopter giveaway

Purchase Village Idiot

TGC

dtcDriveThruCards for $6.75 plus shipping

The Game Crafter for $10.99 plus shipping.

What’s the difference? They both use the same, high quality card stock.

VI-dtc

From DriveThruCards with the plastic case.

DriveThruCards do not offer an option to create a tuck box in which I can ship the game. They do have nice, plastic cases that retail for $1 to go along with the game.

VI-tgc

The Game Crafter version comes in a handy tuck box.

The Game Crafter does have the option to create tuck boxes, which I happily took advantage of. The game comes with a nice tuck box, and all the cards packaged inside it, with the whole thing being sealed in shrink wrap.

Playing the Game

You can download the rules and get a Print and Play version from Board Game Geek!

Objective: Become the mayor of your small, medieval village.

Game Play: The entire deck is dealt out to all of the players. The deck consists of numbered cards from 2 – 15. Several cards have special abilities or act as wild cards.

VImyhand

In round one, whoever has the Start card (a 4) begins play. Each player must then play one or two cards of a higher number. Play continues clockwise. The first player to discard all of their cards becomes the Mayor and scores 5 points. The second becomes the Councilor and scores 4 points, and so on.

The last player with cards in their hand becomes the Village Idiot.

VIcardviews

VImyhand

Players then rearrange their seating So that play begins with the Mayor, proceeds to the Councilor and so on. The player who has become the Mayor then gets to add one rule to the game, which must be followed until the game ends. Any player who does not follow this rule finds themselves drawing more cards rather than playing them.

The game continues for six rounds, with seating changing and new rules entering play. At the end of the sixth round, the player with the most points wins.

Easy to learn as all of the rules fit on two standard, poker sized cards. Village Idiot can be played with family or friends and be as fun or as cutthroat as you want it to be!

Rules1 Rules2 Rules3 rules4

About Ben

I'm a geek. A nerd, a dweeb, whatever. Yes I owned garb, yes I still own medieval weaponry. And yeah, I could kick your butt in Mechwarrior the CCG. I love video games, role playing games, tactical board games and all forms of speculative fiction. I will never berate someone for wanting to be a Jedi and take everything Gary Gygax ever wrote as gospel. Well, all of this but that last bit.

Mar 182014
 

cardback3

Life in a medieval village can be very political. On one side you have the Mayor – respected, powerful, able to affect real change. On the other side you have the Village Idiot.

I’ve been working on this one for a little while – finally the art came together for me and the last bits of play testing concluded. The proofs arrived a little over a week ago! The PnP version will be free. DriveThruCards will be $6.75 plus shipping, but comes with no tuck box. The Game Crafter will be $10.99 plus shipping but comes shrink wrapped in a nice tuck box. In both cases my profit margin is pretty damned slim.

Honestly I’m not looking to make a ton of cash off of this fairly simple title – but more I want to stay active in design and keep new and titles arriving every three months or so if I can.

The Game

cardsVI

Challenge other players to a battle of skill and luck. Add to the rules of the game as you seize power but beware! No one is above the law. Claw your way to the top and do your best to stay there in this fast, fun, trick taking game with a twist! Village Idiot plays in less than an hour for 3-10 people ages 10 plus. You’ll be jumping right out of your seat!

Based on several classic party games, Village Idiot combines trick taking, rules making and six rounds of play with every round progressively changing as players build upon the basic rules.

Easy to learn as all of the rules fit on two standard, poker sized cards. Village Idiot can be played with family or friends and be as fun or as cutthroat as you want it to be!

If you’ve ever played the game ‘President’, this is fairly similar. I’m also told it’s pretty close to the Great Dalmuti (but I’ve not played that one) with a few tweaks. It’s got a definitive end now, a point scoring system and is family friendly. I’ve got it listed as ages 10+ but I should note that my 8 year old has no problems with the game. She’s an old hat at play testing and game playing though so your mileage may vary when it comes to other 8 year olds.

ranksVI

About Ben

I'm a geek. A nerd, a dweeb, whatever. Yes I owned garb, yes I still own medieval weaponry. And yeah, I could kick your butt in Mechwarrior the CCG. I love video games, role playing games, tactical board games and all forms of speculative fiction. I will never berate someone for wanting to be a Jedi and take everything Gary Gygax ever wrote as gospel. Well, all of this but that last bit.

Nov 252013
 

Seasons Redux

Seasons is a game that in which you are a mage, dueling other mages as you battle through four seasons and three years (for a grand total of 12 Seasons). I wrote a review of this game for the Google + games community, but I’m revisiting that review.

Why?

I played Seasons a number of times prior to writing my review. I have played it several times since. Some of my early criticisms are stronger criticisms now, but some of my early thoughts about gameplay have changed significantly.

OLYMPUS DIGITAL CAMERA

Gameplay – Planning

The game starts by players drafting a hand of cards which they will use for the rest of the game. Each player has 9 cards, and takes 1, and then passes the rest on to another player. Then each player takes 1, and then passes the rest on to another player. In this manner each player starts the game with 9 cards, but most of the cards have been seen by other players at the table.

A planning stage happens next, each player has to divide their cards by year. There are three years in the game, and you get three cards per year. This leads to a decision of “what do I need right now” versus “what could I use later in the game”.

Once this planning stage is complete, the actual game-play begins.

It should be noted that though the above drafting and planning doesn’t take a lot of the game time they are key activities the entire rest of the game will unfold in large part based on the effectiveness of your early plan.

Gameplay – Battling

Each turn begins with a player rolling the dice that belong to the season of time that the mages are in. These dice will represent actions that can be taken on that turn. There is always one more dice than players at the table. The player is rolling for the entire table – dice are not re-rolled until the next turn (which may be in a different season).

Each player takes one of these dice, which represent their turn action. Then each player takes a turn, using the action on their dice and playing a card as they want to (each card has a cost associated with it, so a player will need to plan to gather the supplies necessary to pay for that card in order to put it into play).

Once each player has taken their turns, the die that has NOT been selected by any of the players will have an indication of how many spaces the wheel of time will move – in short, determining how quickly time moves and whether seasons will change.

There is a different set of dice for each season, and different options for resource collection based on that season. Players are trying to collect elements (there are four elements) in order to play cards in front of them. Each season makes one element more plentiful. This is the pull of the game – players need to maximize their turn in any given season, even if the season isn’t giving them the elements that they need.

After the passing of four seasons the year changes. Players get to add the cards to their hand that they set aside for that year. Then play continues much as before. Dice are rolled, actions are taken, cards are played.

OLYMPUS DIGITAL CAMERA

Points. Tell Me About the Points.

Players accumulate points by playing powerful cards (cards in front of them have victory points associated with them), and by moving their marker along the “crystal tracker” – which is essentially just a means of keeping score of overall points. At times players will sacrifice points on the tracker to play more powerful cards – since cards add points, and the tracker adds points, it is the combination of the two that will determine the winner.

This is combination of the scoring in a tableau-building game (like Race for the Galaxy or Fleet) with the scoring track found on many games (like Carcassonne or Ticket to Ride).

OLYMPUS DIGITAL CAMERA

Component Quality

My review of the components is strongly mixed.

On one hand, I love the dice. The colors are bright, they are well etched, and the symbols are clear and consistent. Many of the photos that accompany this review are of the dice, and they are the highlight of the game from a component perspective.

But then there are the cards. They are thin and inflexible. The artwork is busy. The theme of the game is fantasy-kitsch. Many of the cards have a strong fantasy theme, but others have more of a kitschy feel. If you are trying to paint a visual picture of the theme of the game, think of fantasy art with rabbits in the mix.

This vibrant artwork is on the card, along with the cost necessary to play the card, and text explaining the card’s abilities. I find this aesthetically to be too much information on any given card, and really wish that the art was simpler and more minimalistic.

The scoring track is crowded and oddly shaped. Initially this wasn’t important to us but after multiple plays this became a strong annoyance. Trackers are moved up and back on the score track at times multiple times in a turn, and this action takes a bit of time as players try to puzzle out where their markers are located.

The dice are best in class – they are chunky and weighty and well structured. It is a shame that the cards don’t have a similar overall quality to them.

Review of Gameplay

There were a few surprises for me in this game.

I anticipated that this would be a game where a lot of cards are drawn through the game, and this isn’t the case.

Your initial cards, and the way you portion them out by year ends up being a huge part of how the game plays out. Make no mistake about it, this is a programmable game. The dice add a bit of a surprise element, but only in how many elements are available and what actions are available at a given time. If there is a “bad” roll of the dice, it affects every at the table equally – so this isn’t a scenario where you should think dice = individual luck.

The initial planning ends up being extremely important. This is essentially a game about planning what you can do on any given year from before the gameplay actually starts, and in addition you will typically have an idea of what cards your opponents are choosing because you are drafting off the same initial draw.

Pros and Cons and Pros and Cons

Pros

  • This game is fun. It doesn’t take itself too seriously, and mainly features rolling big colorful dice and playing cards with vibrant art.
  • This game is competitive.  Players learn how to counter other player’s cards, how to set up card combinations, and how to pace the cards.

Cons

  • The theme feels pasted-on. I expected that this game would be saturated with theme, and instead the theme feels like an afterthought. Technically this is a game about battling mages, but if I hadn’t read that in the rulebook I wouldn’t have known.
  • Artwork on cards is busy, and the cards feel thin.

Overall, I’m happy to have this game in my collection.  After a mixed initial experience, the gameplay became highly competitive and strategic.  This is not a game for everyone, and one I suggest trying before buying.

 

About Jon Beall

I am obsessed with all things related to board games. I suggests playing board games every day, even when my only audience is my three meeple-loving cats. I am married to the Political Mastermind, a gamer who beats me at least 70% of the time. This has led to the creation of "Losing at Board Games", a column which I write bi-weekly on Mondays.

Oct 232013
 

beards

Today we’re going to talk card stock and long, flowing beards. And who better to do that with than Brian Liberge? And who even better to that with? His partner in crime, the longest beard on the podcast, Dan Curran! He’s got an ongoing Kickstarter that handily covers both of these topics! We’ll also touch on the formation of this card game, development and how Brian got into the gaming business in the first place. Check them out at Beer Star Games, on DriveThruRPG and please do check out the Kickstarter below. This looks like a hell of a party game!

Extra Life

I’d also like to mention that this year’s Extra Life campaign is live! I’ll be playing table top games for not 24 hours straight, but 25 hours straight to raise money for Children’s Hospitals. Please check out my Extra Life page and if you have a few bucks, I’d greatly appreciate your sponsorship!

We would love to get your feedback about our show! Contact me with comments: ben@trollitc.com, follow me on twitter @trollitc, and also check us out on iTunes! Hell, you can even catch us on Stitcher.  While you’re at it, there’s the Indie Talks Facebook page and the Indie Talks Google+ page. MySpace…well, I won’t go there if you wont. Please do rate this podcast on iTunes, and leave feedback through any of these links!

 

About Ben

I'm a geek. A nerd, a dweeb, whatever. Yes I owned garb, yes I still own medieval weaponry. And yeah, I could kick your butt in Mechwarrior the CCG. I love video games, role playing games, tactical board games and all forms of speculative fiction. I will never berate someone for wanting to be a Jedi and take everything Gary Gygax ever wrote as gospel. Well, all of this but that last bit.