It promises a ‘game of skill. No dice. No magnets.’ Plus an authentic experience of fly fishing.
Although the game hasn’t been in the collection long, it’s actually from the 1970s.
The board is heavily monopoly influenced – your Cast and Splash cards replace Community Chest and Chance while passing through or landing on the Master Tackle Shop nets you some tackle or bait of your choice.
As you move around the board, you collect everything you need for your fishing expedition – permits, hook, line, bait, keep net, rod, reel and float. If you want to hang on to the heavier fish you’ll also need a landing net and some ground bait will get you an extra cast. As you can imagine this all takes a considerable amount of luck.
You determine your moves and the weight of the fish you catch with the ‘dicer’. You drop the metal ball in the top and the dicer drops it randomly in a numbered tray. No dice though!
Once you have accrued everything, you then need to land on a water square. If you have the right permit for that square (there are some that allow free fishing) you may turn over a cast card.
Some cast cards result in broken lines and lost hooks but many will yield a beautifully illustrated fish. However, you can only catch it if is listed in the waters you are fishing and if you have used one of its preferred baits. You then need to weigh it and if it’s just a tiddler, you toss it back!
Despite playing for an hour my son only successfully caught two fish. I caught none. But…. all of that said I really didn’t want to stop till I’d got a big fish secured in my keep net!
This is in no way, shape or form a game of skill but it is hilariously good fun. The fishermen figures as pawns are adorable and I love the retro-ness of it all.
It’s not one that will hit the table regularly but me and Edward had a brilliant laugh playing this and I’m really glad I finally freed it from its box.
It is available to play at any of my events – -just get in touch to request it.
As part of Artangel’s ‘Come as you really are’ exhibition I’m delighted to be collaborating with Barnsley Civic, to display 155 vintage games from the 1940s up to the 1990s – fairly horrified to have included the 90s but here we are! The exhibition opens on the 24th May and runs until 8th August 2025. It is part of a UK wide project led by Hetain Patel and Artangel working with 13 partner organisations including Barnsley Civic. In addition to Patel’s artworks such as Somerset Road (2024), a Ford Escort rugtufted in the pattern of the artist’s grandmother’s living room carpet, and Fiesta Transformer (2013); the exhibition will also showcase a wide variety of local people’s hobbies, things they have made, crafted, collected, modified – presenting an alternative portrait of the UK.
It is not without a sense of irony that my first pet peeve is those clickbaity negative posts. I really don’t get why in a hobby where there are small independent companies creating wonderful games…
Because I’ve been to weddings. I’ve hung around for hours in the daytime, trying not to drink too much, speculating on when the photographs will be done and, most importantly when the food will arrive? I’ve debated the wisdom of a nap between day do and evening do and mostly decided it’s not a good idea. I’ve regretted my shoe choice and had to abandon the dance floor in favour of chatting to people while worrying that I’ve forgotten crucial things they told me 6 hours ago. We’ve spent so long together that we’ve moved on to the stage of friendship where I have to check if I’ve already told them ‘this story’. And, of course because I’m a massive boardgame nerd!
The driving force of my business is to bring people together with boardgames. I want to connect people in real life using tactile and engaging games. There are two main things I wanted to offer – a break from our screens and an activity that you can attend comfortably on your own. But after I’d only been in business a short time, I realised how perfect they were for weddings.
For many of us boardgames are a direct link to our past – how lovely to reminisce with friends and relatives about games we used to play together. At weddings we often take time to reminisce – thinking back to when the couple met, how long we’ve known them and for families that can go back to childhood and the games they played together.
There is such an array of games available nowadays. I have games that take less than 5 minutes to teach, less than 5 minutes to play – games where you build or knock down, games where you strategise or just grab objects quickly, ones where you lie, ones where you guess what other people will say, competitive games, co-operative games where you work together to defeat the game. There really is something for every age, interest and mood.
There’s nothing like gales of laughter or the sight of elephants walking the plank to inspire conversation. At any of my events people will go over to other tables and ask what they are playing. It’s a simple way to spark conversation. As a recently diagnosed autistic person I’m realising that I’m better at this sort of chat than I am at small talk. I would far rather hear about what has made you laugh than how far you’ve travelled. I’m also aware that games reduce other social constricts too – no one expects eye contact when you are looking at a hand of cards or a board or both.
Sometimes it’s difficult to remember the details of weddings – we might remember the couple’s outfits or the band or the venue. But mostly in a general sense, we remember if we enjoyed it. I still remember a get together a few years back where we played Herd Mentality – a game where you are trying to give the same answer as everyone else. The question was ‘what is your favourite sandwich?’. I don’t need to tell you that it is not really about what your favourite is, but rather what you think most people will write down. One of our friends wrote down ‘Beetroot and Banana’. In the ensuing conversation she steadfastly maintained that, that is, in fact her favourite sandwich. My memory of us all howling laughing transports me to that room, sitting at that table, the things people said, people’s faces. It is all crystal clear and it still makes me smile. Boardgames are such good fun and still an unusual thing to have at a wedding – they really do create a memorable time.
Yes, boardgames are for children but not just for children. In my collection – most of the games (including ones ‘for’ children) are brilliant to play as an adult. Yes, some of them are silly but who decided that being a grown up meant we couldn’t have fun anymore. And games for children still need adult input anyway. For me the best games are where the whole family – all ages – can play and have fun together; where different generations can connect and use their different skills and knowledge together.
All you need to do is book in for a chat either on the phone or video call. You can also drop in to any of my public events to see how it all works. I’ll check if I’m available on the date. Then we can chat about what kinds of games you enjoy and what games your guests might enjoy. I have a massive spreadsheet with all my games on – you are welcome to choose each game you want me to bring or I can choose for you based on what we chat about. Or, somewhere in between – you choose some and I’ll top it up. We can also have a chat about the venue and the room I’ll be in. Then, that’s it! We book you in.
I’ll liaise with the venue about where I’ll be setting up, where I should unload and all that boring stuff that you don’t need to know. Then on the day I’ll rock up with a preposterous amount of games, set them out so people can easily see and access them. People can help themselves but I’m there to teach and recommend them to your guests and get them playing. Easy. Get in touch if you’d like to have a chat.
Creating an inclusive gaming space is central to Cards or Die’s mission. We want to bring people together with boardgames – here’s some tips on how you can make everyone welcome at your table.
If you’re looking for some game suggestions to get the gang playing together this Christmas – look no further; no matter what age the person or what they are interested in there’s a board game (or card game) to suit everyone.
Feline Felonies is one of a trio of new games from Atikin Games. Together the games form Playful Pets – comprised of Animal Alliance, Feline Felonies (both 2-4 player competitive games) and Canine Capers a 1-4 player cooperative game). I’ve received a preview copy of Feline Felonies so the components you see in my pictures aren’t finalised – things like colour and alignment will be rectified for the final posh copies. I think you’ll agree it’s still looking cute. But do not be fooled – this game is anything but cute; it may show you its belly but you’d be a fingerless fool to tickle it!
Components.
The board is super nifty – it comes in 6 playing card sized portions. It is a park bordered by 4 rows of houses. A magnetic slide and climbing frame hold the board together – you can sit these on the top or you can flip the board over so that there are no raised bits for your cats to climb over. I love it when out of small packages bigger games appear. Like Deep Sea Adventure which sprawls across the table from its tiny box. I like a game with some table presence.
The components are super cute too – the little cats have this lovely shine and they are nice and chunky. The orange one in particular reminds me of sweets. (Just to clarify I have neither licked nor eaten any of my game pieces so you don’t need to worry about playing them at my events). Clearly designed by a cat connoisseur – the realistic cat toys include the ubiquitous ball of wool, the weird cat toy that we torment them with as well as the hunter’s haul of pencils, flowers, mice (mercifully in one piece), a tuna can and the most prized possession of all – the cat nip! Double sided houses help track stored stolen goods as well as purr points for spending later in the game.
Game play.
The cats move around the board collecting toys, adding more toys, flipping them to their more (or less) valuable side as well as stealing from others before safely depositing their toys at home. At the end, the cat with the most points is crowned top cat.
Each player rolls their dice and then chooses what to spend their purr points on. Cats can spend their points on moving one space per purr point (I can’t even type that without going really scouse); they can spend a point picking up or dropping off one of their treasures or – and this is the really fun bit- they can enter into a battle of stealth and reflexes to purrloin another cat’s treasure.
There are also special actions which allow you to do extra things in addition to your regular actions. For instance if I roll a 5, I can add a toy to the board and that leaves me with 4 purr points to do with as I please. Or, if I roll a 6 I might take a cat nap – move 3 and save 3 points for later. You can choose to take special actions or snub them much as a cat might – you can be as fickle and unpredictable as you like!
However, my advice to you is don’t roll 1s. Cats are not interested in 1s – roll it and your cat will subject you to the disdain I experience when I tell the cat to get down off the table. Rolling a 1 allows your opponent to move your cat who is busy ignoring you. To be fair the cats are doing everything else in this game – all they are asking you to do is use your opposable thumb powers to roll the die. Roll better puny hooman.
This game definitely suits the competitive cat. While it’s fun moving around the board collecting toys and flipping them to make them more valuable it is MUCH more fun trying to steal or flipping other cat’s toys to make them worth less. The stealing action is really satisfying because if you are equally matched, even though the poor kitty you attacked gets to keep their toy, they still have to flip it so it scores less. I feel it really embodies the dickish nature of cats. I’m just relieved there isn’t a thwack the whole lot off the table action.
It’s quick and easy to learn and play. With two players it is really good, competitive fun but with four it is brutal. Some of the games we played were very close indeed so the higher scoring cat nip was useful in ensuring there was a clear winner. Cats don’t want draws. One cat must reign supreme.
This will be available for you to try out at future events.
You can sign up to be notified on 13th July when the game launches here.
Arkosa is the new game from Toon Hammer Games creators of Gobblin’ Goblins. While this game is on a different planet, the familiar text, tone and character that I love so much are present. I absolutely love the art work and the way the theme has been executed. Arkosa is a game for 2 to 4 players, it takes 25minutes per player or thereabouts and is suitable for ages 13+. I’m assuming as with so many games this is a reading age consideration as there is nothing in the text or the game itself that is unsuitable. Although having said that, only one colony can escape the treacherous planet of Arkosa – the rest of you will be stranded there forevermore which is a disturbing thought.
The game plays over three rounds from the time when you crash land on the planet to the time when the escape shuttle takes off with one lucky player and their band of hapless but loyal colonists. If you have built the bunker with the finest rooms, a happy colony and maybe put in a few well placed bribes then your reputation will precede you and you will be chosen to escape.
There is more to the name of the game than merely sounding good. As game designer Angela Dickens explains “Arkosa used the word ‘Ark’ because that fits well with the theme. Also, ‘Arkose’ is a type of sandstone and Arkosa is very sandy duney planet!” It is in these unforgiving sandy dunes that your fate as a colony leader is made or broken.
Characters.
Each player starts with four founding colonists. As we have come to expect from Toon Hammer the characters are a rum bunch. There are characters like Movoo the mood hoover bringing everybody’s morale down, Combustible Joe who is at constant risk of exploding and the more useful Quaz Oberman who can fix your power shards. Each round you must decide whether to recruit new colonists into your bunker weighing up their usefulness against how fun it will be to play them! Who doesn’t want to announce they’ve got ‘Boeuf’ and play this beauty.
Your Colony and You.
Each turn you can choose to put a colonist to work to gain necessary resources – you will need scrap and magtape to build new rooms, food and nitrogen to ensure the basic survivial of your colonists and power shards to attach to rooms to generate more resources. Or, you can put them to work exploring – this costs some resources but you can gain resources and recruit new colonists to your bunker. Exploring is a risky business on Arkosa and there are many hazards which may befall the intrepid colonist: tentacle mites, explosions, clouds of pestilence and of course the famously volatile Nerffle. Of course there are good things too – sometimes you’ll meet a prescient Jargle or just find a really nice flag.
The risks of exploring are threefold! Indicated here by the three alertness levels of the dreaded Nerffle.
Repuation is everything on Arkosa – it is your passage to freedom after all. To build your reputation you need to keep the morale of your colonists up too. Morale is a tricky and clever mechanism in the game. The morale tracker is relatively short giving you the opportunity to max out your morale score. By doing this you score extra reputation points. In addition each round your morale converts to reputation. So, keeping your colonists well fed and nitrogened as well as happily occupied is good for you all. Exiling colonists or using their happiness to offset the cost of resources costs you reputation. Colonists who are injured on their travels may benefit from a visit to Dr Sawbones a dubious character with questionable practices. It’s all in the luck of the draw really – sometimes he helps, sometimes – let’s just say – he’s less helpful.
So, what have we learnt so far – make sure you have enough food and nitrogen, don’t let anyone injure themselves and make sure you’ve got the right combination of rooms. And above all do not wake the Nerffles. That seems straightforward enough!
Rooms.
Your player board has some rooms ready built on it. But, for you to be able to gain rewards like extra scrap, map tape or morale from it each room needs to have an active power shard on it. Certain events can mean that power shards are deactivated and once placed they are not so easy to move around. Of all the resources they seem the trickiest to acquire. As in all good resource management games, it is impossible to do everything. You are constantly trying to balance and weigh up your decisions. A visit to Disco Dystopia ups the morale in the bunker for instance while the Aphid Farm produces plenty of food but you only have one power shard! You are also doing lots of planning ahead so that you can get all your rooms, colonists and resources lined up just right to benefit you in future rounds. You can also score bonuses for building rooms in certain places specified on your player board. But Arkosa is a hostile planet and the combination of event decks, raid events and the unpredictable nature of the other colonists mean that your best laid plans often go up in a cloud of pestilence. The game always feels really balanced and the three round structure means that your plans are relatively short term which I like.
Bribes.
In the second round it won’t shock you to learn that bribes and corruption are introduced to Arkosan life. Now you have the additional option to score some quite significant bonuses by collecting the resources indicated to pay for the bribe. Will it be a bug rotisserie or a statue of The Savior that will secure your place on that escape ship? But be careful, the bigger the bribe, the bigger the risk. Any bribes not fulfilled count as minus points. Quite rightly when you are discovered trying to unsuccessfully bribe officials your reputation takes a hit. Imagine not only being abandoned on Arkosa but remaining there with that stain on your record!
Once you are confident and know your way around Arkosa – when you can pop down to the Space Bar for a swift half and make it back before Dr Sawbones talks you into some new and groundbreaking surgical procedure – then you can move on to more advanced or just different variants. They are currently perfecting a solo game. We’ll definitely be trying them all out once we get our tentacles on the kickstarter. We have just about mastered the starter game which is perfect for learning what to do. And also perfect when each child in your family decides to learn the game with you at separate times. Ah, teenagers. I wonder if there’s any spaces on that next shuttle to Arkosa…
Make sure you are following Toon Hammer for updates.
II’ll soon have a copy of this for you to play at Cards or Die events – join us!
This month Ellie Dix over at Dark Imp games – ingenious creator of the fabulous Buzzle Box and the Christmas Cracker games – asked me to choose eight different games for eight different scenarios. Head over to their website to find out which ones I chose…