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Co-operative Games: All for One and One for All.

Cooperative games are a perennial favourite at Cards or Die events. I enjoy them and I wonder whether there’s something easier about playing a co-op with a stranger than playing a competitive game. There’s certainly an amount of awkwardness in playing games like Coup or Skull where you need to lie to win! Games where in order to win you need to completely destroy your opponent definitely have less of a friendly vibe.
 
The object of a co-operative game is that you work as a team to defeat some external force. All for one and one for all – if one dies you all die! Usually each person has their own special ability that they contribute to the team and it is by using those abilities prudently and strategising as team that you can triumph. At Cards or Die, I’m all about including everyone and getting people to connect with others. Co-operative games are perfect for that: brilliant for team building, for groups where someone struggles with losing and ensuring that everyone in the group is given equal status. I have built up quite a collection but here I’m just going to look at three very different styles of game within the co-op genre.
 
Forbidden Desert
In Forbidden Desert you are stranded adventurers who must recover the scattered parts of a legendary flying machine and escape the Desert in order to win. But it’s never that straightforward, is it? The wind blows, the land shifts, the sands deepen, water runs low and the sun beats down. And any or all of these things can kill you.
 
Dangers
  • The board is set out with a gap in the middle and when the wind blows, the tiles shift and sand builds up on them. This restricts your movement and if you run out of sand to place then you lose.
  • Each player starts with a water reserve which they must keep an eye on throughout the game. You can not run out of water. Cards like sun beats down will reduce your water if you are in an exposed place.
  • Every time you draw a Sun Beats Down card you also move the Sand Storm meter up one. This means you must turn over more cards which increases the danger. If you reach the skull and crossbones marker then, you’ve guessed it, you’re dead.
It’s not all bad news…
  • Special actions allow each character to complete bonus actions like sharing water, move in different ways or move others to safety.
  • In addition, you can gain equipment tiles which allow you to blast sand out of your path or airlift people to safety.
  • There are tunnels where you can shelter from the Sun and wells where you can replenish your flask.
  • The flying machine is very tactile and lovely. If you can just find all the pieces and get it going….
  • There is a lot to consider in this game and a variety of ways to strategise yourselves to safety or to certain death. We have lost many, many times but still we come back for more. Sometimes straight after we’ve played!
If you’ve already played Forbidden Island – it’s more complex than that but less complex than their new offering: Forbidden Sky.
 
What have we learnt?
If you must wander about in the desert, take a shelter and some water.
 
Plays 2-5
Time 45mins
Age 10+
Big Book of Madness
Big Book of Madness is one of the more complex games on the Cards or Die Menu. You are aspiring magicians and in your quest to master more spells, and unlike actual students, you ventured to the library and opened the Big Book of Madness. This can only end well! It turns out The Big Book of Madness contains not only spells but hideous creatures which you must now battle. You can quickly learn spells from the library but be quick. If you don’t learn fast enough you will go mad! (And lose the game).
 
Dangers
  • Madness cards. Each player has their own deck of cards and over the rounds you must strengthen your deck of and try to avoid weakening it with madness cards. (It is partly a deck builder). Madness cards are added if you run out of cards or as a result of monster attacks.
  • If you fail to defeat a monster it makes it increasingly difficult to defeat subsequent monsters. This can be disheartening if it happens early on in the game.
The good news
  • As well as each player possessing a special ability, players can also play cards in a ‘support’ slot which means that other players are able to use that card.
  • You can add to your collection of spells and as it is co-operative by learning spells you are strengthening the group and giving yourselves more options when deciding how to tackle the monsters.
  • The illustrations are gorgeous – you can slowly go mad whilst admiring the art.
  • As with Forbidden Desert, by starting the tracker in different places you can increase the difficulty level once you have mastered the basic game.
What have we learnt?
Don’t open books. Hang on, no. Don’t go in libraries? If you all work together you can defeat all evil and save the world. Yes, that’s better – let’s go with that.
 
Plays 2-5
Time 90 minutes
Age 14+ (Younger players can definitely cope with this)
And then we held hands…
I bought this as a wedding present for some friends before I realised the premise behind the game. It is a game about two people and their failing relationship! About the least appropriate wedding gift in the world! That aside, I now have my own copy and find it both challenging and enjoyable. To be honest the game plays well as an abstract and you don’t need to worry too much about the theme. But then I would say that. Well, that’s the dangers covered!
 
Grounds for Divorce
  • The game is played in silence – or at least, you may not discuss the game.
  • You must both reach the centre space on consecutive turns.
  • If a player can not move into a clear space on their turn then you lose.
  • You must also both end the game emotionally balanced, indicated by a stone placed on a scale- you must both be on 0 at the end.
Marital Bliss
  • If you love Dixit this may appeal as it is a very visual game.
  • In actual fact you are using the colours (emotions) on the cards to plan a sequence of moves.
  • Triumphing in a game that requires observation and perhaps some intuition is very rewarding.
  • Much like Magic Maze (also played in silence) there is not room for one person to dominate and just instruct the other. This can be a downside in co-operative gaming where one person assumes a leadership role which involves them directing everyone else. Thankfully, this is not a common occurrence and if you know someone like that then this would be a great gift for them. (Not as a wedding gift though).
  • There is room to increase the difficulty level if you are still speaking to each other after your first attempts.
So, What have we learnt?
Communication is important but silence is importanter.
Always read a full review and description of a gift before buying it.
 
Plays 2
Time 30-45mins
Age 12+
 
If you enjoy cooperative games you might want to also check out Sub Terra, Magic Maze, Escape from the Curse of The Temple, Assembly, Forbidden Island, Pandemic, Outfoxed. All of these games are in the Cards or Die collection. If you want to make sure they are in the bag, get in touch and request them at a Cards or Die event near you.
2018-05-15 11.00.11

Assembly by Wren Games or ‘why you don’t want to get stuck in space with me.’

Update 02/12/2018 – click on the links below to see a how to play video:
 
My copies of Assembly arrived last week. I’m so pleased with the look and feel of them. The larger cards work great and it’s still portable enough to play on the go. All those stretch goals have meant it has lovely components including a metal die. I upgraded and got extra glitches as well as a play mat and I’m glad I did. I play this game a lot so it’s well worth the additional investment for me.
 
You were so excited when you were assigned to this platform – building luxury spaceships. But now you rue the day you ever set foot here. A series of meteorites have hit the orbital platform, triggering a deadly virus which has wiped out the entire staff – even Jones, the ship cat, bought it. Everything is malfunctioning and the computer seems determined to keep you here. You are delighted to learn that I have survived and can almost certainly impede your escape plan. You have spent many of our breaks winning my hard earned cash from me in a variety of strategic games.
 
Our only hope is an incomplete ship. If we can contain the virus by locking the bays and complete the assembly of the spaceship, then we can make good our escape and return to Earth with our vital immunity to the virus. So, not only do our lives depends upon our successful completion of this challenge but so too the future of mankind.
 
To be fair working with me, death is fairly certain but still, it’s worth a shot. Afterall it’ll entertain us in our last minutes together.
 
To escape we need to match all the modules to the bays in the assembly line using a limited set of commands. We can communicate but the computer keeps cutting us off as soon as we use a key command word. Time is of the essence.
 
***
 
Assembly is a beautifully compact game. Have a sneak peek here.
Assembly can be played solo or as a 2 player game. It takes between 10 and 20 minutes. I have played it both solo and the two player variant.
 
I love the look and feel of this game. The layout mimics clock patience. It’s co-operative but with communication restrictions which nicely adds to the complexity. But the best thing for me is that the theme is immersive. Every element, every mechanic, every card strengthens the theme. In my teaching days I babbled on a lot about the importance of writer’s craft and ‘making every word count’ so I appreciate it when I see that in action. You really are battling against a sentient knobhead of a computer fixed on your demise. Even the scoring at the end is well crafted ‘Unfortunately, good attempts don’t make you any less dead’!
I’m still trying to get a run of wins at the basic level but there are challenges that you can add and variations with the malfunction cards (not necessarily more difficult but they lend a different dynamic to the game). When I say I’m still trying, I am playing this a lot. To say it has a strong ‘Again… again..’ vibe is an understatement and the compact nature of Assembly is very handy given how addictive it is.
And I will play it in the rain and on the train and while I’m waiting for my green eggs and ham and at the pub and in the fog and when I should be writing a blog… you get the picture…
Despite numerous losses, the game is winnable – I know I can do it but it’s hard. Which for me means it is perfectly pitched and because you can add difficulties it should remain so.
 
Time restrictions also add to the challenge. When the command deck is exhausted three times your time is up. Each time you draw the last card you add in one of the set aside command cards – this is an easy way to track where you are up to as well as being integral to the game. The wild card is the last to be added – if only you’d had it at the start, things could have been so different.
 
There are four basic commands you can use to move the modules onto the correct bay. (Match the symbol on the module to the one shown on the card). You can swap two modules, rotate modules, draw up more modules or lock the bays down. Simple. Apart from, when each deck cycle ends – not only is the command deck shuffled but the computer scrambles all the unlocked bays on the assembly line. So all of the modules that were close or even in the right place are no longer. That computer really is a tricksy beast.
 
As we speak Wren games are hard at it, designing more challenges. I’m sure they want to see us trapped in a half built luxury spaceship which after all is not a bad way to go.
 
The game will be live on Kickstarter from May 24th. If you enjoy space, co-operative or solo gaming and you’re up for the challenge, this is one you’ll want to get on!
Click here to make sure you don’t miss out.
 
You can play Assembly at a Cards or Die event.
 
You can also check out my tutorials over on Youtube: Solo Play Two Player
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The Benchmark Games

Some games become benchmarks. You know, you hear about or try a new game and you immediately start comparing it… is it as good as..? Is it as pretty as…? It’s good but it’s a shame the art isn’t as good as…. or the rule book isn’t as clear as…
This is often more about the execution of the design rather than the game itself. It’s not always a negative judgement, it can be a way of categorising games in my head – I often make comparisons when I like the game and just wish one area was more effective. So what are my benchmarks? My points of comparison?
 
Art Work – Dixit
I’ve yet to receive Fire in The Library and I am excited about how lovely it is, but for now Dixit remains my point of reference when it comes to art work. The cards are beautifully odd. There are many games, like High Society which are gorgeously illustrated but I think it is the oddness of the art and the demand to engage with it in Dixit which most appeals to me. In Dixit, you have to come up with a word or phrase which describes your chosen image closely enough so that some people will correctly identify which image you are referring to, but not so obviously that everybody gets it. This, along with correctly identifying other people’s choices, is how you score points. I think it is the combination of the necessity to minutely study the cards as well as the beauty of them which makes it one of my favourites.
Dixit 2
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Beautiful Components
I have so many games that I love the feel of. Mancala in its hand hewn wooden box, dried olives that drop into tin cups – the look and sound of it is very pleasing. Whenever you take the lid off Cobra Paw people immediately reach out to touch it – the chunky dice, the bright colours and the indented characters on the tiles (or clawfuku as they are correctly known – have fun pronouncing that, I know I do). The components of games can be more memorable than the game itself – that’s why people think they want to play Mousetrap until you remind them that the game is incredibly frustrating and deeply crap. For me the game I think of when I think of beautiful, tactile components which add to the game rather than distract from it or hide a terrible mechanic had become Azul. But then I opened Dice Hospital.
In Dice Hospital, each round you admit new patients (dice) to your ward, treat them and discharge them (hopefully). Each round you can add more wards or more specialists to your hospital. Colourful dice are always a good component for me, and these come in a bag that feels really good! Even without the deluxe add ons you can glory in the thickness of the card stock, enjoy the round counter with its little cut out window, be slightly afraid of the meeples with their medicine bottles and enormous syringes.
 
The deluxe add ons are brilliant though. The cardboard morgue and blood bad tokens are replaced with wooden ones; the ambulance cards with real ambulances. Ok they’re toy ones but they are gorgeously chunky and no longer do we slide a card towards us, instead we brum our ambulances round to the admissions ward. My next job is to paint them – I can’t wait.
The game itself is excellent. So far we’ve played with 4, 3 and 2 players and enjoyed it each time. There is a lot of decision making, planning and balancing to do as well as a degree of luck which always appeals to me.
 
Representation
So many games are still getting this wrong, from the male pronouns in the instructions to the choice of white characters. My choice of female character is a constant source of irritation – oh, I can be a scantily clad blonde or a busty brunette. Come on, we can do better than this – even Cluedo had a better female character selection than that. It’s almost as if there are some white males who want to keep the hobby white and male. I can only hope they really are the persecuted minority they claim to be.
 
The situation is definitely improving, I think we just need to avoid complacency. There are lots of games that spring to mind who are getting it right: Dice Hospital and Tortuga are two that spring to mind. But there are two that are at the forefront of my mind when I consider representation: Sub Terra and Gobblin’ Goblins.
 
Gobblin’ Goblins is a fun game of eating gross food (and I don’t use the word gross lightly. If you were wondering nostalgically about white dog poo, wonder no longer – see it’s on the floor)
But I digress…. at the start of the game, you choose a Goblin. And it really is a choice – you can be fat, thin, male, female, small, tall, able bodied, in a wheelchair. Personally I enjoy the fact that I can be a girl even if more than one other girl is playing. My favourite is Granny Knuckles – she’s not winsomely flashing her cleavage – she’s standing on a stool to give the illusion of height and somehow still managing to look menacing. That’s what I aspire to.
 
Sub Terra
Trapped in an underground network of caves you need to work together to escape in Sub Terra. The elements: gas, floods, rock falls and hidden monsters known as horrors are all working against you. The balance and use of character’s special abilities is vital for your survival. Your choice of character has never been more important. Each comes with a back story which I love – such a well thought-out detailed touch. It was a relief then that the choice really was a choice. Ironically when offered four female roles including Amirah Malik as team leader, I often plump for Jai Singh – the body guard. Just the sentence ‘we’ve decided that the need for him outweighs the security risks’ made me choose him! I get to shield the party from harm – absorbing shocks and generally being really ‘ard! Those horrors won’t mess with my mates. One day hopefully I won’t open a game and say ‘Oh there’s an Asian woman, and a black man. And the woman is in charge of everything. Yes’. It will become normal, not worthy of remark at all. But as it stands we’re not there yet.
Flavour Text
Temp Worker Assassins for me has the most enjoyable explanations and notes on the playing cards. You are a temp and your mission is to use inventive stationery weaponry to kill off the permanent staff. The characters are well named – the health and safety halfling, the legal aid fairy. The weapons are genius – the machine gun stapler, the compact disc shurikens, the unremorseful ruler. Every word from the rule book to the cards is carefully chosen to help immerse you in the theme. It is part of what makes this such a joy to play. I have reviewed it in full here if you want to find out more.
Clear Rulebook
Nothing is clearer and has just the right amount of detail and example scenarios than the Settlers of Catan rulebooks. It is intimidating when you first get it out of the box as it has a game rules, separate almanac and an A3 game overview sheet. However, that just means that the main Game Rules do not get cluttered with boxes of extra information or definitions and footnotes. I’m sure the layout and order of information is an entirely personal thing but for me this is perfection.
 
The Game Overview has clear colour diagrams of the set up with a brief summary of the game. You can quickly get the idea of the game from this. It is enough to get you started on your first game. The font is a good size, there are clear headings and numbered steps.
 
So, for me this is a good start – a manageable amount of information. Then I can move straight on to learning it with a first play-through using the Game Rules as a guide.The way I learn games is by playing them. I know other people approach it differently but if I just read, I find it difficult to process all that information. If I get stuck along the way I refer to the more detailed Almanac.
 
At every stage the instructions are clear and well expressed. And their choice of pronoun? You. See, I told you – perfect rules.
Box/ Packaging
Rather unfairly the benchmark for this one, rather than being a perfect box – is Uno. When I get a game, I instantly want to check it is not as badly packaged as Uno. Worse than a tuck box, it is two stacks of cards wedged sideways into a tuck box. The box isn’t even big enough. This is a familiar tirade and I know that you are shaking your head in empathetic despair not in judgement. For the purposes of this blog I tried to find more positive comparisons, please use them as your benchmark – it’s not too late for you. The good ones are:
Who Did It? – a lovely magnetic box; games from Big Potato Games – the box has a carefully shaped compartment for all the pieces – a place for everything and everything in its place and Weird Giraffe Games spoil us with extra bags so we can organise our cards and playing pieces to our heart’s content. I am trapped by my negative Uno experiences, always I find myself referring back to that infernal box. The message here – I can tolerate a tuck box but two layers of cards in one flimsy tuck box? You may as well pre-wreck my cards before you package the game.
The benchmark is always shifting. There are always new and improved games that smash your expectations into smithereens, pieces that feel and look like nothing you’ve ever experienced, art work that blows your mind. These may not always be the standard that I judge all things by; but today they are. What about you? What are your benchmark games?
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Christmas Gift Ideas (spoiler alert: they’re all games!!)

Christmas is a time for getting together – eating, drinking and being merry. Whether you’re looking for a way of getting the family communicating this Christmas; trying to find common ground between a 5 year old, a 14 year old and a 90 year old or just fancy a change from your usual Christmas activities – these games will be just the ticket.
 
A couple for all the family.
Geistes Blitz
One of the greatest things about Geistes Blitz is that it is a very levelling game -just because you are an adult, you do not have the upper hand here. This appeals to the truly competitive as you can beat your 5 year old with a clear conscience and the less competitive who often ‘adjust things’ to avoid younger family members losing heart.
 
The name literally translates to spirit lightning and you need lightning reflexes to win at this one. Be the first person to grab the right object to win the card, get the most cards to win. If the object is shown exactly on the card then it’s easy you just grab the green bottle, the blue book – whichever the card depicts. However, the majority of the cards are not so straightforward. Instead you must grab the object which is not represented on the card either by object or colour. E.g. in the cards shown above, reading left to right – it is the grey mouse, blue book and grey mouse again. After a while bizarrely it is the cards that show the object in the correct colour that people stumble over.
 
It’s a pleasingly tactile game and as you are grabbing the objects rather than the cards, as you might in similar games, it promises to remain in good playable condition for a long time.
 
Plays 2-8 people
Time 10-15 minutes Age 8+ (we have played it with ages 5+ successfully)
Price £13.99
 
Cortex
This game is also about reactions but it is your ability to accurately solve a challenge first that is tested. This is another leveller as I have found that different people favour different challenges. Cortex claims to challenge each part of your brain and that certainly seems true. It’ll get those little grey cells moving again after you’ve had too much Christmas dinner.
 
The Challenges
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Colour challenge – identify the word written in matching colour
Maze – Find the way out
Dexterity – Touch the right part of your face with the fingers shown (this is my personal nemesis)
Duplicates – Spot the duplicate image
Memory – as soon as you can confidently recite the five items shown, cover the card and go for it!
Spatial Awareness – work out which shape fits in the gap (some of these are 3d shapes!)
Frequency – spot the image which features most
Touch – relying on touch alone, identify the card. This is worth two brain pieces – even the games designers admit this is a tough one!
 
Scoring
When you win two of any challenge type you swap the two cards for a brain piece. The first to complete their four piece ‘brain jigsaw’ wins! *If you dispensed with the brain pieces and used pen and paper instead there is no reason this game can’t play up to 8.
 
Plays 2-4*
Time 15-20 minutes
Age 8+
Price £13.99
 
Outfoxed – One for the little legs.
Work together to solve the clues, reveal suspects and deduce which dastardly fox stole Mrs Plumpert’s Pie. As a team you need to decide whether to roll for clues or suspects and if you don’t roll the required symbols the fox starts to make their escape! This is a fun introduction to co-operative board games or just to board games in general.
 
Co-operative games are good for every age but particularly for players who may struggle with waiting for their turn or find losing difficult. Your team unites against a common enemy or challenge, in this case – the wily fox. While there is turn taking with the dice, movement of pieces and use of the Evidence Scanner (which everyone wants to use!), because everyone is involved each turn there is no waiting around. So you can reinforce important skills in patience and team work without the frustration. It should offer a calm time in an otherwise chaotic day. Especially if you’ve just played Geistes Blitz!
 
It’s a beautiful looking game with nice, quirky components. Everybody wants to move the fox and check the Evidence Scanner – especially the adults who are just helping and making sure it’s done right. After all it’s good for grown ups to practice team work and turn taking too!
 
Plays 4
Time 15mins
Ages 5+
Price £17.99
 
The Logo Game – One for the Grown Ups
I finally caved in and got a copy of this because whenever I went into a board games cafe someone was playing it and in some cases queuing for it. Since I added it to the Cards or Die Menu it’s been a popular choice at games nights.
 
I think the quiz element of it appeals to lots of people and the mixture of question types based on a topic we are all surrounded by makes it fun and accessible. Younger children struggle as some of the logos are older or for products they’re not familiar with. Having said that as you can play in teams not just as individuals some children may enjoy being part of a team. On the whole though – it’s one to save for the grown ups. A lot of my board games are popular because of their nostalgic value and I suspect The Logo game plays into that too. You can spread the Christmas Cheer by telling the children how chocolate bars used to be bigger!
 
Plays 2- 16
Time 40 minutes
Ages 12+
 
A Retro Classic – Outburst!
It wouldn’t be Cards or Die if there wasn’t some element of retro. Even though, it sticks in my craw a bit to call a game made in the 80s retro even I have to accept that it was a long time ago now. Despite my advancing years I struggle on some of the categories – the political figure ones and things like men’s names. It gives us a glimpse back to life in the 80s and a chance to beat the youngsters! Oh God I am old aren’t I? When did this happen? (These are rhetorical questions – under no circumstances should you answer them in the comments).
 
You can tell that Outburst! is an enduring classic because Hasbro re-issued it and as far as I can tell it’s the same game but with more up to date categories. But if you can get an original from the charity shop then so much the better. The age on the Hasbro version says 16+ In the version I have it is mainly that the categories are suggestive rather than that the answers are rude. However, there are some cards I remove if younger players are present – things you can buy from a vending machine for instance. Outburst challenges each team to name up to 10 ‘things’ in a category – foods served at a dinner party, things made of elastic… But the tricky part is – you have to name the exact things on the card or you don’t score. Roll the dice to determine bonus answers and the number of spaces to move if you hit the bonus answer. It’s all wonderfully arbitrary. You may well be able to name 25 winter sports but if only 2 of them are on the card you score 2! It is frustrating and entertaining. In many ways it encapsulates the essence of Christmas as it is best enjoyed whilst ‘in drink’!
 
Plays 4 – 10
Time 20 minutes
Ages 16+
 
If you’re looking for a unique gift experience for family or friends, why not treat them to a Cards or Die board games night. Get in touch for details.
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Temp Worker Assassins

When I was trying to expand my collection and on the lookout for unusual games Temp Worker Assassins caught my eye. I was attracted by the art work and the premise. You are a temp working at Bureaucrat Castle and you must use items from the stationery cupboard to bring about the demise of your permanent colleagues. Your weapons range from reasonably blunt pencils to a remarkably heavy calculator. I’m such an English teacher that they had me at these modifiers.
 
The game is played over a week. (In game time – not in real life. It’s not an insane version of Risk!). Each day has a power up which you may choose to claim using one of your four assassins. You start out with a basic hand of stationery weapons which you must strengthen over the 5 rounds. Permanent staff carry varying scores and some stack up so for instance, a set of Zombies will earn extra points if you also kill the Water Cooler Elemental. 
During the hot-desking phase of the game you must place your assassins. You can choose to attempt an assassination; strengthen your deck for this round or future rounds; move another assassin or temporarily power up your attack strength. However, there are a limited number of opportunities to claim these actions. For instance there is only one card which allows you to move someone else’s assassin so once someone claims that, you may have to rethink your plans. In addition to this, you must balance out low value easy kills with building your deck to enable you to take on higher value targets. All before the office closes on Friday. Even before I was swept away on a wave of strategy I was already sold on the fact that they had called this the ‘hot desking phase’. Every word, every turn of phrase is considered and deliberate. For the time I am playing I am immersed in a world of bulletins, audits, compliance and compact disc shurikens. 
 
One of the things I enjoy about events is wandering round listening to conversations. Snatches of ‘punch it in the face’, ‘Tokyo’s infected – we need to deal with that next’ or ‘My rabbit didn’t poo in the living room…’ Temp Worker Assassins leads to some lovely conversations that must leave casual visitors to the pub wondering. ‘I’m going to use the evil pencil sharpener to add plus one to these three fairly sharp pencils…’ 
 
This aspect of planning and decision making appeals to me. I like being able to vary my strategy and try different ideas in different games and I enjoy the challenge of adapting within a game; as the cards you turn over for your potential victims vary so too must your strategy.  The five day (round) structure limits the time, so sometimes by Wednesday when your opponent has killed all the typing pool zombies you have to rethink your plans entirely. To think the survival of the Legal Aid Fairy is so fragile that her fate depends on a load of braindead zombies. Oh well, as in art so too in real life.
As well as the flavour text, it was the art that first drew me to the game and for me sets it apart. Each character is detailed and humorously presented; the stationery is horrifying. Even the lack of artwork is genius – the Internal Audit Ninja card features no picture, just the words ‘No image on file. (Also, cameraman missing). The reverse of the cards has artwork which is similar but distinct enough to distinguish the varying card types. 
In Brief
Plays 2-4
Time 45-60 minutes
Age 14+
 
By David Newton 
Art by Adam Bolton
 
To win: build your deck strength and kill the highest total value of workers.
Best Bits
Beautifully illustrated with killer stationery and dislikeable victims. 
After a week immersed in your killer role as a temp at Bureaucrat Castle you will never look at a stationery cupboard the same again. 
Come along to a Cards or Die event and play.
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Board Games Hauls and Piles of Shame.

My advertising posts often proudly announce the number of board games in my collection. (Currently 310). Like everyone else I prop up, retweet and add to the jokes about the piles of shame; question the necessity of taking clothes to Essen to when you could just fill your case with new games. However, I also see the danger of these throw away comments and jokes. Regularly I feel disquiet about owning games I haven’t played while I’m still backing new ones on Kickstarter. Sitting around joking about how much money we can waste is a position of privilege that I don’t even want to aspire to.
 
Being part of the Board Gaming community is not about collecting and bragging. Or at least, it shouldn’t be. Even with my large collection, I am sometimes on the receiving end of sniffy comments about the range of my games; the ‘seriousness’ of them. The phrase ‘proper games’ has been bandied about in a disparaging manner. People who like to reel off a checklist of games I ‘missed out on’ from Kickstarter sometimes come to my events. I try to discourage this sort of conversation. I’ll happily compete with anyone to build the most profitable settlement, get the most cards or get rid of all the cards – whatever the game demands. But I’m not playing this game. In a hobby that is already niche we really don’t need to be marginalising people.
If my business didn’t require me to have a large collection of games including some up to the minute releases then I would not have a collection of this size. Nor would I want so many games. I have played each of my games (bar the newest 5 or 6) at least once. Many of them I have only played once. Some of the games in my collection are for others, I don’t particularly enjoy them but other people do and that’s why they have earned their precious shelf space. Too many of my games I have not been able to play enough. It’s great to have choice but it’s far better to be able to play something enough that you can thoroughly explore and appreciate it. I feel like a smaller collection would allow me to enjoy my games more.
I have placed myself in an odd position – I feel a fraud denouncing consumerism, the greed and sense of entitlement with which we constantly shop. I despair at my children who as soon as they see something, are weighing up its cost; Ebay, google, amazon temptingly at their fingertips. I feel trapped by it all and it is at these moments I feel the mad desire to charity shop all my worldly good and go live on a bus. But it would be difficult to run a board gaming business if I only kept Honshu and Catan.
I wanted to write something as the influx of Essen hauls flood our social media feeds. I don’t begrudge anyone spending their hard earned cash on board games – there are far worse vices. But I wanted to remind us all that it’s not ok to make people feel like they need to play certain games or spend a certain amount of money to be part of the Board Gaming Community. Being part of a community is about making sure everyone is included and in this particular community a love of board games should be at the root of that. I don’t care whether you backed the latest Kickstarter, whether you have all the expansions or whether you have 1000s of serious games. You don’t have to own the ‘right’ games, the ‘proper’ games or any games for that matter to enjoy board games. It has not escaped my irony detectors that the same people who are so disparaging about Monopoly often have a very capitalist approach to the hobby!
Social Media offers us a glimpse of other people’s lives that they have edited, filtered, presented; it fulfils the nosy neighbour part of me. It’s lovely to see gorgeous photos of games I haven’t played and I love watching the Kickstarter campaigns start at zero and inch towards the finishing posts or smash straight through them. Social media enables me to engage with games designers and share their victories even when I can’t afford to back everything I would like to. Even I remind myself that I can’t support everyone and I can’t have everything – no matter how pretty it looks in the picture and I have a legitimate reason for adding to my collection regularly. I think it bears mentioning that when we see these pictures from me and others, we are looking at someone’s work -whether it’s events, reviewing or photography. Most people really don’t need to own that many games!
Whether as a child it was about prising an elder sibling away from the TV to play with me; family holidays in a caravan playing card games while the rain pattered on the ceiling or now, as an adult, prising an x-box controller out of a child’s hand because I still need someone to play with me – I just want to get people together with board games. That might be a Kickstarter preview or it might be Cluedo, as long as we are playing together and escaping the drudge of day to day life, it doesn’t really matter. It shouldn’t cost money (or at least not a lot!) to feel that warm nostalgia and to get people playing together.
Keeping the costs down:
  • Charity Shops – I’m always on the look out at Charity Shops especially for retro games. You can get some real bargains. Recently I got a Ticket To Ride expansion for £1.50!
  • I try to keep my events free or low cost as far as I practically can to make sure they are accessible to as many people as possible and I know lots of local board gaming groups operate on a similar premise. If you’re not sure of your local group, message me and I’ll point you in the right direction. Of course if you’re in Leeds I’d love to see you at some of my events.
  • I really like the idea of the legacy games where groups of friends share the cost of a game and get together regularly to play it. It doesn’t have to be a legacy game that you could share the cost of.
  • Some libraries have started stocking board games which is fantastic. If you’re lucky enough to live in Ipswich – that’s one example.
  • Most cities have board game cafes where you can try out whichever games you fancy without committing to buying the game.
  • Some traditional games are loads of fun and all you need is a deck of cards or sometimes even just pen and paper – Beetle Drive, Flip the Kipper and Battleship are all good fun. Any time my children have been set homework where one of the choices was make a board game, they have always opted for that. All you need are dice, card, pens and imagination!
I suppose, in short, what I’m trying to say is – the board gaming community I’m a part of welcomes you, and we’re striving to be kind, thoughtful and above all excellent to each other.

Check out my free events here and come along and play some games.
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Halloween Games!

As well as amassing more Halloween decorations than one house can feasibly use, I have also got quite a few horror themed games. In time for Halloween I thought I’d give you a quick rundown of the Cards or Die horror collection. I’ll just fetch them from the cellar… I’ll take this torch… It does work, you just need to hit it… There we go… Back in a bit…
 
Dentist
This game offers a horrific scenario and spine chilling puns. Remove your patients’ teeth without setting off the ‘buzzer’ to win. You have to question how effective you’ve been as a dentist if you are removing this many teeth. Still, at least you’re not feeding anyone to a giant plant. If you haven’t watched this clip with the sound on, the ‘buzzer’ is a high wheedling scream. It’s enough to set your teeth on edge.
Go on… watch it with sound… I dare you!
Escape Zombie City
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A brilliant co-operative adventure complete with spooky sound track and Scooby Doo esque van. You start off travelling on foot through the city rolling dice to determine whether you can reveal another city square and where you can move to. As in all great horrors you must determine whether you will stay together or split up and explore! Each city tile laid spawns zombies, which then periodically shamble towards the graveyard. You must find the exit tile and collect supplies (again using the dice) in order to escape which you do by meeting back at the churchyard and hopping in the van, screeching towards the exit. Do this before three Zombies reach the church grounds and before time runs out (you have a more than generous15 minutes!) to win.
 
The game requires no turn taking, you must all play at once. You roll your dice repeatedly until you get the right combination either on your own or working with others who share your board space. Roll all cursed dice and your dice are locked – you may no longer roll until someone comes to your rescue. You see, splitting up is never such a great idea.
 
And when you find that it gets too easy and you’re just slaying zombies and strolling out of there, you can add in additional challenge cards spawning more and bitier zombies with side effects like paralysis, broken arms or vertigo. These side effects see you rolling one of your dice at a time, losing a dice or keeping one arm behind your back.
 
Geistes Blitz
A fairly new addition to the collection this one is a game of speed and brains. Flip the card and then either grab the item shown or, with lightning fast deduction skills, work out and grab the item and colour that is not represented. Be the first to grab the correct item to win the card and get the most cards to win.
 
The description of it doesn’t really do it justice – it’s such a good laugh to play. And the more rounds you play, the faster your brain and hands work. It’s addictive – like a hardcore spot the difference. It’s another game I like to let my children win at, you know to help them with their self esteem.
 
Best played with short nails – it’s a bit grabby!
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Gloom
In Gloom you are assigned a family to ‘look after’. You must ensure that they stay alive long enough to become thoroughly miserable – preventing any happy events that threaten to befall them at all costs, deflecting them on to other more fortunate families.
 
The see through cards stack on top of each other and you may alter the fate of your own family or that of someone else’s by obscuring or adding to previous scores. You are invited to add to the story of your families demise, fleshing out the ghastly events with gruesome detail.
 
It’s all about timing. Family members have to attain a level of misery before they are dispatched. You need to minimise your opponent’s unhappiness while maximising your own in order to win. The moment the families shuffle off this mortal coil must be impeccably strategised. Who’d have thought miserable death could be so entertaining?!
Zombie Drive
Beetle Drive is a brilliant game for kids and adults. Each part of the beetle is assigned a number and you roll that number on your dice to draw that part. The first person to draw a complete beetle wins. You can team up or play against each other. The best bit is that all you need is a bit of paper, dice and some pens.
 
When the children were little I started a habit which persists to this day – carrying games in my bag. I’m a massive fan of portable games, games you can play in a small space or with limited resources. You can adapt Beetle Drive as I have and do it with any animal/ being.
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Zombie Dice
I know that I have mentioned this one many, many times but thanks to our added soundproofing (a layer of felt glued to the inside of the insanely noisy box) it can often be found rattling around quietly inside my bag. I love push your luck games and the element of probability alongside the tactile nature of the dice makes this game a firm favourite. I’m only disappointed that the markings on the dice aren’t more engraved and distinct as it could be so perfect for players who are blind or visually impaired.
 
Red dice contain more gunshots; green, more delicious brains and amber, an even mix of fleeing victims, brains and gunshots. Each turn you draw up to three dice and roll to see if you will feast or fail. It’s a low scoring game and once you get your head round that it is much easier to win. But win or lose the repetitive rolling of dice coupled with the thin veil of strategic thinking keeps me quiet for ages. And, as my family will tell you – that’s not to be sniffed at.
Here are some links to some of my reviews of other Halloween Favourites:
It is at this point, with horror, I realise I have never reviewed one of our family favourites – Temp Worker Assassins. You must assassinate the permies to secure your job in the company – overcoming typing pool zombies, legal aid fairies and health and safety halflings. I will rectify this grievous absence in my reviews as soon as possible. Look out for that review coming soon!
And if you’re looking to add to your collection check out the Quirk! Halloween Special over on Kickstarter which promises to be a bootiful addition to your ghastly games collection!!
All of these horrific games are available to play at Cards or Die events– including (soon) Quirk! Hallows.
TrivialPursuits

Some trivial reminiscences – a blog from a lapsed #BGG

This week I have a guest blog from the fabulous Zebra Marketing and Communications.
 
I grew up in a card playing family. My father’s mother – my Nanny Dosh, short for Doris obviously – taught me a host of family favourites (and the harmonica) when she used to babysit me. And my mother’s aunt – my Great Aunt Madge – taught me other games on her annual visits up North. Many a weekend was spent playing games like ‘Load the Donkey’ and ‘Beat your Neighbour Out of Doors’. Later my parents taught me other games like Pontoon (21s), Cribbage, Gin Rummy and others that you could bet a few coppers on (we took card games seriously in our house). Board games, other than the obligatory Kerplunk, Monopoly and Operation, didn’t really feature.
 
That all changed with the advent of Trivial Pursuit. Launched in 1979, I seem to remember it got very popular in the mid-eighties and no dinner party my parents attended at that time was complete without it. The Trivial Pursuit craze continued and by the time I was in my late teens and early twenties even many impoverished students sported – albeit a tatty version – the Trivial Pursuit box (or the budget ‘travel’ edition) in their shared house or bedsit.
 
We found some of our friends were like-minded in their love of games and Trivial Pursuit soon progressed to Articulate, The Really Nasty Horse Racing Game, Let’s Buy Hollywood and many, many others. By the time we bought our own house, the top of my bedroom wardrobe looked more like that of a 12-year-old than an adult with a mortgage and a full-time job.
 
Games were played regularly throughout our twenties and even now we are known to use phrases that entered family lore around that time. ‘It’s an ‘ing’’ (for a ‘doing word’) or name a double-barrelled monkey (‘Mr Orang-Utan’ of course!) However, as friends moved away, some to literally the other side of the world, and others started families of their own, the games were played less and eventually were moved into the garage and then finally, apart from a couple that survived the cull, ended up in the local charity shop.
 
I gave little thought to games over the following years until a friend of mine had the inspiration to set up a board gaming business (Cards or Die). It sounded like such a fun idea for a business, but it wasn’t until I witnessed Ann in action, at another friend’s birthday camping festival that I truly appreciated the level of effort and thought that has gone into her business. Cards or Die’s games selection spans a wide spectrum and there is something for everyone. But what really makes it work is the encouragement, recommendations and advice that Ann provides all players – teaching them new games or reminding them of the rules of games played in the past. It turns a game into so much more.
 
Needless to say, the group of friends I was with barely left the games tent for the rest of the festival and the fun we had reawakened my love of games (as well as reinforcing my position as Connect 4 champion). I think the time is right to invest in some new games and I believe Ann may have a few recommendations for me…
 
I’m always happy to recommend games – check out the games section of the website for ideas or message me!
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So… what have we learnt from Leeds Business Week?

 
Become a Great Networker in Just One Hour – Colin Tweedie
 
One of the features of this workshop which I feel confident that I am already nailing is having a good handshake. I am so glad that it was explicitly taught though. Too often I shake hands with people who are unpleasantly limp or who pump your arm so enthusiastically it hurts! As a form tutor, I used to regularly test my kids’ handshakes. It is often either the first or last impression you make on people and it really counts. Having been given a breakdown of what makes a good, firm handshake I am confident that no-one left that room with a flaccid handshake.
 
But there’s more to networking than shaking hands firmly. We also covered the idea of researching other attendees at networking events in advance. This is not something I had previously thought of doing as it seems a bit stalkery. But actually, information on social media is in the public domain so why not work out who would be good to talk to and then make a point of chatting to them. So much of this seemed common sense – but that’s the most useful advice isn’t it? – straightforward ideas that you can easily implement.
 
I was also reminded of the importance of using people’s names. Again – it’s not rocket surgery but it’s a very effective thing to do, provided of course you don’t go over the top. Learning and using names was a very basic thing I did when I had interview lessons but it was surprising how many interviewers picked that up as a positive and fed back to me how impressed they were. It’s something, as a teacher, I took for granted. I knew it was important to learn names and I did. So, it was a very useful reminder that everyone likes you to learn their name and use it.
 
How to Use Linkedin to Generate Leads – Nigel Cliffe
 
I have struggled for a while to get to grips with LinkedIn. I share my blog on there each week but beyond that I feel like I just don’t get it. I have accepted many, many requests and have a frankly ridiculous amount of followers – all of whom seem to have messaged me with varying degrees of literacy to offer me their services. One ambitious young man even assured me he could improve ‘every aspect of’ my life. A bold claim indeed. It was reminding me too much of internet dating so I started giving it a wide berth. One of the pieces of advice was to cull your following so that you keep people that you are genuinely interested in and who have genuine interest in what you are doing. It’s easy to dismiss advice as obvious but it’s important to remember that just because it’s obvious doesn’t mean you’re doing it! *cracks knuckles… logs in…*
 
The tips that I am putting into practice are all based on the theory that the focus should be on engagement rather than selling. In that way LinkedIn is similar to other social media. As well as interacting with your now trimmed list of followers, a useful thing to do is ensure that you interact or connect with people who have viewed your page. If it’s free you are only shown the 5 most recent but that just means that you need to check more frequently to make use of this information.
 
Nigel Cliffe also drew my attention to the social selling index page which measures your effectiveness on LinkedIn. You can click on links to find out more about how you can improve your score which seems a sensible place to start making practical changes to improve my use of LinkedIn.
 
Out of all the people that attend these sessions Nigel Cliffe claims that only 20% will act on the advice they have been given. What a waste of our own time. We have already spent a great deal of time travelling to and from sessions not to mention attending the sessions themselves. It seems madness to not invest some further time embedding these ideas into our day to day practices.
 
Avenue HQ – co-working space
 
I spent a significant amount of time in Avenue HQ this week, making the most of their offer of free desk space and faciilities. As someone who works from home this space was awesome. It gave me important time to reflect and start to practice some of the ideas I’d picked up. I am determined to be one of the 20%!
Building a Business That Provides a Regular, Predictable Income and Cash – Tendo
 
One of the main benefits of attending this seminar is that I have joined the Facebook group – Business Squad. It’s a Leeds based group who offer support to one another, celebrates successes and shares challenges. It’s a very active group and it looks like a great group to be a part of.
 
This seminar focused on the reality of running your own business. We all start out with a vision of freedom, of following a passion and a dream and if we’re not careful, all too quickly, we are sucked into a quagmire of long hours and stress about money. Admittedly this is a different quagmire than we were in before – we made this one ourselves. But I’m not sure if that makes it better or worse!
 
It’s healthy to take a step back and re-focus on your original plan; it is so easy to be blown off course. This workshop afforded me the opportunity to do just that. We also looked at predicting income in advance and how small adjustments to your planning and behaviour can make huge gains overall. After all it is through increasing income that we can buy that dream of freedom and steer our own course.
 
We were encouraged to consider how we could generate passive income – considering ideas such as: online courses, online content, membership or subscriptions. I use Ko-fi with varying degrees of commitment and subsequently varying degrees of success! Certainly lots to think about and mull over from this one.
 
The Pitfalls of PR and Making it Work For You – Open Communications UK
 
Lindsey Davies ran this engaging session. I have to say I have never really considered the difference between PR and advertising. The distinguishing feature I took on board is that PR is free and advertising is paid. It’s no surprise then that I am very keen to master all things PR! There’s a reason I feel at home in Yorkshire.
 
Lindsey Davies suggests buying the local papers every day for a week so that you can discern what is published on certain days. Then you can actively look for opportunities to engage with journalists in a productive, relevant and authentic way. I have opened a column on tweetdeck which shows tweets with the hashtag #journorequests and filtered it to Leeds so that I can see if there are any relevant requests for articles. I am not going to invest a lot of time here because as chief cook and bottle washer I have to carefully allocate my time-just a quick daily check so that I don’t miss out on any free publicity opportunities.
 
Brand Bootcamp with Magpie
 
This was the most useful activity of the week. It was a one-to-one session looking in detail at my brand and discussing possible opportunities and ways forward. There is nothing I can really share from this as it was completely personalised and bespoke. However I would urge you – if you get the opportunity to engage with Magpie, I can’t recommend them enough. If you missed this year’s sessions keep an eye out for them next year. I know I will be.
 
Empowered Women
The final event of the week featured four female entrepreneurs talking about their personal journeys to success. There were many differences but where they overlapped is worth noting. They all championed the idea of supporting and inspiring other women and continuing on the journey of seeing women more represented at senior levels. They viewed Motherhood as a job in itself, even those on the panel without children acknowledged that at the end of your days work you go back home and start your other job. It was refreshing to hear that shared viewpoint. If you want to watch the full event it was filmed and will be uploaded on Sedulo’s youtube channel soon.
 
The thing I will take away from this event though is Holly Moore’s statement about core values which was simply
‘Work hard. Be nice.’
An inspiring end to the week.
 
So to sum up….
The reminder that we should all have in mind a detailed outline of our idea customer (s) – what do they read? where do they go? what do they buy? ran like a thread through all of the workshops. I will definitely be re-visiting and updating this.
 
Pretty much every session I attended mentioned at some point the importance of video. Again this is something I have known for a while and actively avoided! I am vowing to bite the bullet, eat the frog or whatever analogy you prefer and do some live videos. I am telling you this to force my own hand. If you would like me to tag you in my live to encourage you to do the same, just give me a shout!
 
There were many more finer details and points of learning in these seminars and I would encourage you to keep an eye out for any opportunities to attend sessions. This is just a taster of what I learnt this week. I think it’s important to distil what you have learnt and put the most accessible ideas into practice; then review and consolidate. At a later date you can build on that and practice other new ideas. Remember habits are most effective when they are tacked on to your existing successful habits. So what are you waiting for… carefully select some stationary and a nice notepad and get planning!
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Spirits of The Forest – a review

I always maintain that Kickstarter and having a crap memory make my life infinitely better. Or at least my post. It feels like Father Christmas definitely exists as I receive random presents through the post that I have no recollection of ordering or paying for. Admittedly, he’s a bit confused these days and his presents arrive willy nilly. Last week Spirits of The Forest arrived just in time for my birthday and it felt like Thundergryph games had sent me a gift. I couldn’t tell you how much the game cost as it was past me that treated me to it (or possibly Father Christmas – there’s no way of ever knowing). Either way it’s brilliant!
 
My hazy recollection of backing it consists of me seeing it on Twitter and thinking ‘that’s beautiful’. I remember clicking on the link, seeing the shiny gemstones and the gorgeous expansion pack and immediately clicking ‘back this project’. The first thing that struck me when I unwrapped it was how stunning it is. I haven’t played with the expansion pack yet as I am still mastering the base pack but the pieces are so lovely it’s tempting to dive straight in. It’s certainly good to know there are lots of layers to be added to the game at some point.
 
I have no idea what these bits do but look at them! They were lovingly crafted by fairy folk I have no doubt.
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How to Win
You win by collecting the most of any set of Spirits and/or the most of any set of power sources. If at the end of the round you do not have at least one of each of the Spirits you lose 3 points and if you don’t have at least one of each of the power sources you also lose 3 points.
How To Play
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All of the cards are laid out and 8 favor tokens placed on top. Each turn you can collect up to two identical spirits from the outer edge of the playing area. Players can try to reserve the card they want by placing a gem on it. If another player wants that card however, they can have it if they sacrifice one of their gemstones.
 
It is a simple premise. You collect sets of cards and try to have more than anyone else of one particular set. But you must ensure you have one of each type too. So there is a lot of balancing to do before you even factor in your opponent(s) who are trying their damnedest to do the same and thwart your plans. Also try not to be dazzled by the art work. I have already lost games by completely ignoring the numbers on the cards (which helpfully tell you the number of spirits of that type there is in the pack) choosing instead to collect the prettiest spirits. Heads up – this is NOT a winning strategy. My favourites are the web spiders and the fruits – respectively the gothest 10 and the cutest 6!
Solo Play
Rather frustratingly as with so many other games, the solo rules start off by saying that it’s the same as the multi player game with the following exceptions…
Now, maybe I’m incredibly lazy or slow on the uptake but I’d really just like one set of rules to read. If I’m playing a solo variant I don’t necessarily want to learn the multi player version so that I can then adapt it to one player.
Having said that, the solo version is enormously satisfying and challenging. Your invisible opponent’s bonus power sources in this game remain hidden until you clear 2 and then 3 lines. That combined with the random layout of tiles means that there is just enough luck to make the game unpredictable but not so much that it isn’t worth strategising.
 
Plays 2 to 4
We have played with 2, 3 and 4 players. Pleasingly while the game is different with more players it isn’t better or worse. So many games have an optimum number of players and yet this does not. The game feels faster with more players but then there is more to weigh up when you are choosing your tiles. It is easier to block someone from collecting a full set of power sources or spirits but then if you choose to do that it is harder to amass a majority. With 2 players the intensity of decision making remains and the hidden bonus tokens feel more valuable as the balance is likely much closer creating a tense game.
I can see this getting a lot of time out of its box: it’s beautiful and satisfying to play; easy to learn but not so easy to master. A delicate balance of set collection and screwing over everyone else’s plans! Each game is different and you are at the whims of the Spirits of The Forest so victory is never certain. Place your gems with care … you are not alone in the forest….
Come along and play at a Cards or Die event.