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Zombies!!! The Game.

If you’ve perused my games menu, you may have noticed that I have a penchant for Zombie games! From a young age (probably too young) I enjoyed watching all sorts of horror films. With the exception of a few well made favourites like The Exorcist, The Shining and Don’t Look Back, I have favoured trash or ridiculous storylines which zombie films have in abundance. I enjoyed Black Sheep (a film about zombie sheep in New Zealand – a twist on the 5 people get stuck in a cabin in the middle of nowhere trope), Dead Snow (nazi zombies who meet a sticky end, also involving a cabin – this time in the wilds of Norway) and of course, Shaun of the Dead.
 
Shaun of the Dead is one of my favourite films. It’s more than just a pun, it’s a brilliantly funny film. It was also, among other things, a reference to this in my online dating profile that encouraged my partner to contact me. So it has a very special place in my heart.
 
And Zombie films are not just important in my life, they have persisted in our culture for years. Since Romero’s Night of the Living Dead in 1968 the zombie trope has been ever present. It’s curious because as the easy satire of Shaun of the Dead highlights, the stories are similar, the characters fall into predictable roles with predictable behaviours and yet it is still a popular (if niche) genre. The films have often been used as a comment on consumerism and modern life; I wonder whether that is part of their timeless appeal. The comments Romero was making back then are still just as relevant today. Consumerism, the ethics of it and its role in our lives still preoccupies many people.
 
Zombies themselves have a special appeal. Shaun of the Dead even ends with people keeping zombies as companions – like a dog but a bit bite-ier! Their slow movements and blank faces make us feel we can definitely triumph in a battle against them. Perhaps the promise of a victory which would save humanity, alongside the glory which would accompany it, appeals to our heroic (while slightly cowardly) side.
 
And when (not if!) the zombie apocalypse comes will you be ready for it? I have had many discussions about plans for the zombie apocalypse and where would be a suitable place to fight them from. I knew someone who said she wouldn’t go out with anyone if they didn’t have a zombie apocalypse plan. When you’re down the Winchester, having a pint and waiting for it all to blow over, you just need to hope Cards or Die are there with what is becoming an extensive selection of zombie games to help you come up with some strategies!
 
When I saw Zombies by Todd Breitenstein for just £2.99 in a charity shop I wondered straightaway if it was a bargain or a dud. I’d never heard of it and it was still shrink wrapped. Inside the box there were 100 tiny, plastic zombies and that was ultimately what swung it for me! I mean you can never have too many tiny plastic zombies and until now I didn’t have any. It was packaged like a video which had confused both the person labelling the game and the lady on the till and was boldly labelled ‘This one’s a no-brainer’ so I brought it home with me.
In Zombies you win by being the first to either defeat 25 zombies or reach the helipad and escape. The mechanism for adding zombies is very easy: for named buildings it is written on the card and for other cards you just place the same number of zombies as there are roads. You move by rolling a die, pausing to battle zombies by rolling a die, then you move the zombies by… you guessed it… rolling a die. Every turn you place a tile making sure all roads join other roads, if you place enough dead ends then you can not escape and must continue until one of you has defeated 25 zombies.
At this point, I felt that it was going to be a glorified roll and move game, entirely down to chance. Actually, there is more to it. And I don’t mean the teeny weeny zombies although I’ll be honest, they have swayed me.
There are other elements too – bullets which can be used to boost your die score, 3 hearts which represent your lives and are used to continue fighting a zombie. More of both of these can be collected as you move around the board, placing you in a stronger position to fight. You can move zombies at the end of your turn – this is again dependent on a die roll. At this point you can move zombies towards you or towards your opponent.
 
There is an element of push your luck here too. If you choose to fight while you are low on life and bullets you can find yourself back at the start. You respawn with 3 bullets and 3 lives but you lose half the zombies you defeated. And to add insult to injury you round up! So if for instance someone (it could be anyone) had 15 zombies, 1 life and 1 bullet and she thought ‘Ha! I’m invincible- I laugh in the face of death’ then died, she would lose 8 hard earned zombies which seems distinctly unfair. Especially as the dice that come with it are rubbish and only roll 1s.
 
There are also event cards. You start with three and can play them at any point in the game – using them to bolster your plans or scupper your opponent’s. The ability to discard unwanted cards at the end of your turn means you can get rid of cards that don’t fit with your strategy. I say strategy, it’s more Go For Broke than Go! But there is enough strategy to maintain interest and the cards add to the fun. For instance ‘we’re screwed’ or more accurately ‘You’re screwed, I’m winning now!’
We really enjoyed it and while we were playing the bar man came over and said they have it at home and often play. It turns out loads of people have it and enjoy it. It was just a well kept secret… until now….
 
Throughout the game you must weigh up whether you are strong enough to battle or whether you should try to avoid the zombies and make for the helipad, collecting hearts and bullets as you go. Sacrifice the right event cards to collect more useful ones and you might just make it, or at the very least put up a good fight. And when it’s all over you can still enjoy a pint and a toastie down the Winchester, hopefully none the worse for your adventures.
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Magic Maze, and team building without having to talk to anyone.

We all love work don’t we, and what do we love more than work? A training day. And the best type of training day? Joy of joys – a team building day. Well, what if I told you that for part of your team building day you can’t talk to your colleagues? If, like me you prefer to work in splendid isolation then this may be the team building day for you!
 
Cooperative gaming is all about working together as a team to overcome adversity or challenge. A kind of all for one and one for all mentality. You need to strategise and move as a team to survive. But in these silent games communication is no longer enough -you have to engage your empathy. No-one can just take control here and make all the decisions, so you are truly playing as a team.
 
Magic Maze
There are four heroes in Magic Maze: a mage, a barbarian, an elf and a dwarf. Our intrepid heroes must steal a vial, a sword, a bow and an axe respectively before escaping the shopping mall. Yes, that’s right – a shopping mall. Deliciously ridiculous – you must suspend your disbelief before we even start playing.
 
The game has 17 different scenarios and can be played solo or for up to 8 players. I like the fact that scenario 1 allows you to learn the mechanics of the game and as such is not too challenging at all. By scenario 3 you will have learnt all the rules of the game. Learning the rules in stages makes it very accessible.
 
Unlike other games anyone can move the heroes. You are not assigned a particular colour or role, instead you are assigned a movement ability. The cards depict different movements and abilities – North, South, up and down escalators, the ability to travel to vortexes or the ability to reveal and place another tile/ part of the magic maze. You all play at once, there is no turn taking which makes keeping track of where you are up to increasingly challenging.
 
Another unusual feature is the length of time you need to play. The game is played in real time and only takes around 15 minutes. It reminds me of Queen Games’ Escape from Zombie City and Escape the Curse of the Temple – both of which I thoroughly enjoy. There are differences though. The speed of play means you can play a few games of it and you can really feel your team getting better at it the more rounds you play. In common with the Escape games it is an intense experience so 15 minutes is enough for my nerves. After that I need time to regroup, discuss tactics with the team and then we can go again!
 
But of course, the most unusual feature of this game is that it is played in silence. The only way to communicate is to move the large red ‘Do Something Pawn’ in front of a player and look at them pleadingly whilst thinking ‘loudly’.
 
In order to play successfully you need to consider why other people are moving pawns in a particular direction; you need to consider what their strategy is. If everyone or even anyone tries to enforce their own strategy on others your team will fail. Unlike other cooperative games where you can agree strategy and adaptations as you go along in this game you need to observe and adapt on the go. You also need to be aware of what each characters’ abilities are so you know which person needs to move next. It epitomises team work – know the strengths and abilities of your team, be observant, be empathetic and be patient.
There are some opportunities to speak. When you land on a timer (another move that must be carefully activated to give you the maximum chance of triumphing) you may speak until someone moves a pawn. As soon as a piece is moved you must resume the game without speaking. And of course, all the time you are talking time is slipping past before your very eyes!
 
There are two halves to the game. In the first half you must work together to position the heroes so that they can all steal the objects at the same time. But, don’t forget to keep an eye on the timer, as you also need to be able to get a pawn to the timer space so that you can flip it and gain more time. A common tactical error in the first run through of the game.
 
One of the players is able to travel to vortexes which is a handy way to move the heroes to different tiles quickly but don’t get too used to it. In the second half, the vortexes are closed which makes getting around significantly trickier. Then you must work together to escape the mall undetected. As with all great games it is tricky but ultimately achievable and you can increase the difficulty level so that is always true.
 
The ‘Do Something Pawn’ has become something of a bone of contention in our house. I have recently turned the timer on its side in order to pause the game and remind my lovely family that ‘We don’t bang the pawn aggressively in front of one another and we don’t bang it over and over again in front of the same person DO WE?’ That’s right, we do not.
 
When I taught there was a game I played with groups (especially groups who were ‘struggling to bond’ shall we say). You all stand in a circle and you throw the ball round the circle. After you have thrown the ball you sit down. You remember who you threw it to. Then, we time it and you have to try to beat your time. The class have to trust me in order for this to work – even when they don’t trust each other. The second timed attempt – when they are trying to beat their own time is always (ALWAYS) a disaster. They shout at each other, they throw too hard or too high for the kid trying to catch, they are impatient and unforgiving.
 
So, I stop them – we pause. ‘What went wrong?’ I ask. I wait till they have blamed kids who couldn’t catch, kids who dropped the ball. Then I tell them that I did it with other classes who dropped the ball and they did it a lot faster. Then I ask the kids who couldn’t catch it ‘what could we have done differently?’. The answers were always the same – throw it gentler, slower, lower. Throw it to ‘that’ person in a way that ‘they’ can catch. If they drop it, don’t shout. Shouting makes you drop the ball and then fumble it. They work this all out themselves with various degrees of leading from me. Like I said they trusted me – it was a safe environment.
Then, we do it again. The transformation is amazing. They invariably smash their time and they know that everyone is an essential part of that victory. Working as a team is about working with individuals, observing, adapting. Magic Maze reminds me of this experience. Watching people play is magical. As adults we still need reminding of the basic values of teamwork and Magic Maze is a perfectly fun way to do it.
One of the Cards or Die training and team building experiences uses Magic Maze. When we say we offer unique team building packages, we’re not joking!
Board gaming doesn’t get more niche than this! If you enjoy cooperative games then you really need to up the ante and get involved with silent, or limited communication, cooperative games. You might also want to check out Assembly and Get Adler which both limit communication. Cooperative games really test whether you are a lone wolf or a team player – and playing in silence pushes this to the limit.
Join us for a game at a Cards or Die event.
Masterpiece

The fine art of Board Games

On the 7th and 8th July it is The Horsforth Walk of Art. It will be the first year that Cards or Die have taken part and I couldn’t be more excited. Art is a passion of mine; I don’t visit a city without taking in the art gallery. Some of my favourite places are The Yorkshire Sculpture Park (especially the Deer Shelter), the pre-raphaelites section of Birmingham city art gallery and when I lived in York I used to spend a disproportionate amount of time sitting in front of Sea by David Nash. This passion is evident in my board games collection too – I like the confusing beauty of Dixit; the pleasantly tactile Ticket to Ride and the dark comic book brilliance of Gloom. So we’ll be putting up the gazebos and you’ll have full access to the complete Cards or Die collection! In advance of that, I thought I’d preview some of our more overt art games that you can try at any of our events.
 
Masterpiece – The Classic Art Auction game
1970 Parker Brothers
At the end of the game the winner is the player who has amassed the largest fortune in paintings and cash.
 
This was one of my sister’s favourite games and it turns out there was a copy in the attic of my parents’ house. At an event last year someone requested it and so, as I do, I kept an eye out for it. I finally found a copy in a charity shop in Derby. Last week, I found a copy in the attic. ‘Oh, didn’t you know that was there?’ said my siblings… Proof that siblings can be annoying even when you’re 43. Anyway, I now have two gorgeous copies of this retro classic. And one of them was free. Perfect.
Each player has a value chart and starts with the princely sum of $15million.
You each draw a painting which you display face up in front of you and a value card which you slip under the painting so that no-one can see it.
As you move around the board you complete various actions as you try to add to your starting fortune:
1. Bank Auction – players may bid for the painting displayed on the easel. The highest bidder takes the painting and the top value card. Again, placing the value card under the painting out of sight.
Let’s just pause for a moment to enjoy that… ‘the painting displayed on the easel’. It comes with an easel!! Just me that’s excited..? Ohkay… we’ll move on
2. Private Auction – other players may bid on one of your paintings. Again, the highest bidder wins the painting and the value you had already attached to it. You may also buy from players for a fixed amount.
3. Collect money from the bank or a value card. If you choose a value card you may attach it to the painting of your choice.
4. Buy or sell paintings to the bank.
5. Inherit paintings from the bank vaults.
When the last painting is drawn and the last action completed the game ends and you count up your assets!
 
Like many retro games the premise is simple but it’s an incredibly enjoyable game. The pleasure of conning friends out of imaginary money for the sake of art is almost like a modern work of art in itself. I imagine Damien Hirst could conjure up some sort of installation depicting this very circumstance.
 
Face to Face
2009 Alex Beard – Untamed Games
A cubist strategy game, Face to Face requires you to play a tile from your rack that fits the existing pattern and colour. Game pieces match when they are Eye to Nose, or Nose to Mouth, and of the correct colour. You score at the end of each round and the game ends when a player reaches 100 points. Points are scored based on which pieces your opponent has failed to play.
Unfortunately…
Corners have been cut in the design and printing of the game. The components are not well finished and the design as a strategic game is flawed.
There are some design flaws such as the cutting of the tiles which has left some pieces with extra edges of the wrong colour that you just have to ignore.
 
The tile racks are flimsy and don’t stay upright. They aren’t big enough or strong enough to hold the 11 starting pieces you need. This means that you can’t keep your hand concealed from your opponent. A definite issue if the game is strategic.
 
As new pieces are drawn from a face down pile and the pieces vary in size and shape, you are able to select pieces which are more likely to fit in the available shapes and spaces on the board. This diminishes the strategic element of the game.
 
The restrictions on piece placement mean that the game is reliant on you drawing enough nose pieces and it ends up feeling protracted and imbalanced.
 
On the plus side…
It is an unusual set of game pieces and I mean that in a positive way. The cubist art on them is quirky and effective. The fact that they are varied shapes and sizes is perfect for creating ‘unique cubist compositions’ as it boasts on the box. It seems such a shame to just bin this game off when we could be enjoying the theme of it. You can persevere with the original rules making adjustments to scoring, for example playing to 50 instead of 100. But we decided we would take house rules to another level:
1. Deal out 12 pieces per person face down.
2. Simultaneously all players reveal their pieces.
3. Start building cubist faces. Each face must have: a nose, a mouth and 2 eyes.
Pieces that touch another piece must be matched by colour.
4. When you have used all the pieces that you can, draw 3 more.
5. When the last piece is drawn the winner is the person with the most complete faces.
 
However you choose to play it’s fun to make cubist faces!
 
Picture This
1993 Spears Games
A potentially hilarious mixture of Pictionary and Charades. I say hilarious… equally you could discover that you have the miming skills of Picasso and the drawing abilities of Lionel Blair. Anything could happen! ‘Picture This’ requires you to roll 2 dice. One die dictates whether you mime, draw or choose between them, while the second die determines the category. Categories such as wind instruments, poets and childhood ailments test your skills and your wits!
You create your works of art or your small scale theatrical performances in the allotted time and your team gains points by correctly identifying the category.
Pictionary
An MB classic from 2000.
The family game of quick-draw!
 
Sketch the words that appear on the cards for your teammates to identify. In the time honoured tradition of hilarious games which are improved only by playing them in the pub, you are against the sand timer. So whether you are sketching contact lenses, a relay race or big cheese – you must render your masterpiece quickly and expertly if you are to triumph.
So, whether you want to create your own masterpiece or try your luck at the auction house, come and visit us on the walk of art – or anytime and have a go!
 
Come along to a Cards or Die event.
 
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Games for a laugh

Board games can be a serious business. Try circulating at an event, trying to capture photos of people having a great time playing games and you’ll soon see: the furrowed brows; the intense examination of a hand of cards; the co-operative players desperately trying to escape The Curse of The Temple. It’s all fun and games till someone loses a die.
 
In this week’s blog I want to look at the lighter side of board gaming, focusing on 6 games that will make you laugh.
 
The Cheese Touch
How well do you really know these people – your family, friends and fellow gamers? Thanks to the Cheese Touch, you are about to find out. As you move around the board you have to complete tasks like- miming an action using the adverb on the card (e.g. lazily), the player whose turn it is has 5 chances to get the correct answer; there’s Yes or No – choose a player who you think will give the same answer as you; Who Said What? – match responses with players or Great Minds Think Alike – reveal identical answers to win. Succeed in these tasks and you will be rewarded with movement towards the end of the board… but fail and you will have The Cheese Touch… To win the game you must get round the board first and be free of the cheese touch!
 
Even if you never read the books, didn’t watch the film or don’t believe that cheese is inherently comical you will still be doing your level best to avoid the cheese touch and laughing as you do!
 
Cobra Paw
The first thing you need to know about Cobra Paw is that the tiles are called Clawfuku – I’ll let you work on the pronunciation yourself. Roll the dice and identify the clawfuku which matches the symbols shown on the dice. Grab it quick with your stealthy ninja skills, before anyone else. First to 6 (or 7 in a two player game) wins!
But be careful- just because a clawfuku is in front of you does not mean it is yours. At every roll of the dice, they are all up for grabs. You need ‘eyes in your arse’ to win this game!
Despite your temptation to pronounce clawfuku in an aggressive manner – the divit of diplomacy will avert any unpleasantness. In the case of a close call, whichever player has their claw in the divit is the winner of that particular clawfuku.
The game pieces are chunky and colourful, delightfully tactile and the game itself is quick to learn and play and endlessly entertaining.
Anomia
A quick fire game – like a powered up version of snap. Match the symbols then call out an example from the category on the other person’s card to win the pair. Like so many classic games, it sounds so easy. Then as it gathers speed you realise that you don’t know any animals at all and the only TV shows you remember went off air in the 1970s. Or, worse still the only word you can think of is flatworm and you’re not even sure what that is.
Wild cards add more mayhem by allowing you to match on two symbols. So in the one pictured you could have a match with 2 crosses, 2 zigzags or 1 cross and 1 zigzag. Frankly after ‘a’ glass of wine that can be a challenge too far – if in doubt shout flatworm and hope for the best.
Animal Ailments
A mime in two acts. Animal Ailments demands that you successfully communicate which animal you are. Then through the medium of interpretive dance, charades or simply with the power of your mind – communicate your ailment. You gain cards for miming excellence and for understanding other people’s interesting interpretations! Can you recognise a hungry tiger, a camera shy kangaroo or a snail who is (understandably) scared of birds?
The cards also have power ups, giveaways, extra turns and other abilities which make the game more chaotic and entertaining. And, of course there’s a timer – everything’s funnier when you are under pressure!
A thoroughly entertaining and ridiculous game. We love it!
Quirk and Quirk Legends
Quirk is like Happy Families (if the families were on crack). To win quirks (sets of three cards) you must act out or make the sound of the quirk you are trying to complete. Quirk Legends has the added twist of allowing you to count up how many goodies and baddies you end up with! Both games include tactic and skip cards which allow you to complete actions like – stealing quirks, stealing cards or blocking others’ actions.
The illustrations are lovely too. I particularly like those in Quirk legends. I’ve got a soft spot for the T-Rex though – I’m not convinced they’re a baddy!
It’s obviously great for kids as it is easy to learn and it appeals to their sense of silliness. Recapturing that silliness makes for an entertaining game for adults too. I went for years without rolling down grassy hills and when I had children I rediscovered the joy of it. It’s something I won’t have the chutzpah to do for much longer as I risk embarrassing myself and the children. This game is perfect for giving you permission to be as daft as you like – children or no children.
A thoroughly enjoyable game. In this instance the lack of timer makes it more entertaining as you force your opponent to repeatedly impersonate a wizard whilst sincerely claiming you have no idea which card she’s after. Make ’em earn their quirks!
Verbositi
A word game that has endless possibilities for creative hilarity.
Read more about it in my recent review of it here.
So if you are game for a laugh and you want to challenge your pelvic floor as well as your brain give one of these a go!

Come along to a Cards or Die event and try them out.
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Don your Deerstalker! A guide to detective games.

Whether you prefer to drink real ale, drive classic cars and shout at Junior Detectives, wear a deerstalker and have sharp cheekbones, or exercise your little grey cells (and if you didn’t read that in a Belgian accent you’ve let yourself down) – you will certainly enjoy these detective games. In our house we love a bit of intense sleuthing and here are some of our choices…
 
Cluedo
Classics are classics for a reason and Cluedo is no exception. It is yet another Waddingtons Leeds success story. But, unlike Monopoly and despite the macabre theme, it doesn’t inspire actual murder. Internationally successful to this day, the game is widely known as Clue abraod. A reissue of the game in 2008 saw it attempt to align itself with modern culture – you can find out more in Richard Alleyne’s article here. I don’t want to get involved with first names and modern weaponry though, Cluedo for me is about embracing the theme, having a warm milky drink before bed while I peruse and ponder the clues. I still love our vintage version best.
 
There are three female characters to choose from which is a boon. Although since my daughter adopted this as one of her favourites, I never get to be Miss Scarlet anymore. I am often relegated to the buxom and comforting steadiness of Mrs White and spend the game internally creating a salacious back story – she wasn’t always this matronly you know!
 
At the time when Cluedo first appeared in the mid-forties it was an important alternative to the roll and move games which were so prevalent. Even as a child in the late 70s / early 80s I was not so spoilt for choice as we are now. Cluedo offered a relief from the day long unpleasantness of Monopoly or the inordinately (and unjustifiably) long games of Frustration and Ludo. I enjoyed it then and now because it uses your brain. Being able to accurately deduce who commited the murder, where and with what implement is still very satisfying. Even when you don’t win, you are invested in the outcome – often the reveal is followed by a comparing of notes and discussion of how close or far off other players were. It is that which gives Cluedo continuing appeal.
 
Cluedo Card Game
Cluedo but portable? Yes please. The game works well as a card game and sticks reasonably closely to the original. In this version you must use your deduction skills to ascertain the Suspect, the Destination and the Vehicle they are making their getaway in. Action cards determine what players may do on their turns. The addition of destination markers which are all visible help to maintain the mechanic of moving to a room to make your accusation.
 
There is also a ‘one against all’ variation. One player assumes the role of the fugitive and must form an escape plan while the detectives must thwart the villains plans before they can make good their escape and time runs out.
 
I love the artwork on the cards, especially the old fashioned modes of escape like the seaplane! All of the cards – photographs and illustrations – have been given a sepia, aged tone. This makes some of the seemingly random destinations all the more enjoyable – Miss Scarlet might have hopped on her hot air balloon bound for Loch Ness, Alton Towers or perhaps even Blackpool Tower! It is a fun variant of Cluedo and easy to take to the pub, so everyone’s a winner!
 
221B Baker Street
221B Baker Street has 75 different cases to solve (if you buy the most recent version). Cases vary in complexity as well as making different demands of the detectives; for some crimes you need to uncover the motive, killer and weapon while others ask for cause of death, how the victim died or other more obscure details of the case. You start off at Baker Street and then make your way round the board to different locations, collecting and solving clues as you go. You can only read the clue once and there is a time limit of 30 seconds and may not refer back to it – so the notes you take are vital!
 
When you believe you have solved the mystery you return to 221B Baker street and announce your theory. If you are correct you are victorious and the game ends. Fail and you are suspended from duty – effective immediately – you do not even get to share your notes with fellow officers.
 
You are able to seal off locations to hide valuable clues or mislead other players. These are fairly easy to unlock and although you are only allowed one key and one Scotland Yard card to seal and unlock locations, they are easy to replace. It is not a feature that we often use when we play, because of the “actual murder” thing (see above!).
 
While it can seem slow to start, the game soon picks up pace. I enjoy the problem solving and deduction as well as the opportunity to take opium and play the violin erratically.
 
We enjoy it despite the fact the children find some of the clues too obscure. We usually start out individually and end up in some sort of co-operative game where we work together to solve the crime, or we visit different locations and swap clues. I’m basically quite conflict averse, so we don’t enforce the 30 second rule, or use a much longer time. Not only would it make the game more difficult, but I can’t imagine a scenario in which one of my children would not attempt to kill the other with the clue book rolled up around a lead pipe, in the dining room, when their 30 seconds was up and they ‘HAVEN’T EVEN READ IT ONCE’. I’m a strong believer in house rules and am not a stickler for the printed ones. Games are about having fun and as long as all rules are pre-agreed by the group so that everyone can access and enjoy the game that’s what matters most.
 
Mr Jack
Mr Jack is a great little 2 player asymmetric detective game. The Inspector employs Holmes, Watson and Toby the dog to track down Jack the Ripper. It is short on diversity of characters but it has many plus points. We took it on holiday with us and played it a lot.
 
Inspector Morse
Unlike 221B there are only 9 variations to play here (3 cases with 3 question cards each). So it has a clearly limited life on your shelves. Lucky for you I bought it so you don’t have to!
 
You begin by reading the case book but make careful notes as anytime you want to look at it again it will cost you 10 points (each player starts with 500 promotion points). The object of the game is to move around the board solving clues so that you are able to correctly answer the six questions from the question card. Locations contain clue cards which once read are replaced at the bottom of the pile and if you are unlucky enough to draw the same clue twice that’s just tough – you don’t get to swap it for another!
 
As you move around the board you also encounter difficulties and positive adding a (possibly unnecessary) element of luck to the game. The square may cause you to lose or gain promotion points at random; move to certain locations or squares or move other players. You can move around the board in a variety of ways though.
 
There are two endings to choose from which as a group you can decide on at the beginning. You may either return to Morse’s office with your theory, at which point all players hand in their notes sheets which are scored (plus points for correct deductions, minus points for incorrect or missing answers) or, return to Morse’s office and see if you are correct. If you have solved the case then the game ends but if you have not then the remaining detectives slog on while you wait in the pub with an increasingly warm real ale for them.
 
Despite the luck element this is an enjoyable game, especially if you enjoyed the TV series. Relish the opportunity to say ‘Lewis’ in a suitably angry or disparaging tone every time someone else lands on a bad square! Best played in the pub with a real ale – it’s where you do your best thinking after all.
 
Get Adler
Get Adler is a brilliant, fun game. In the first half the agents are searching for Adler and in the second half Adler tries to escape while the agents try to catch him. Particularly good for larger groups as it plays up to 9 people. Mechanics wise it combines guess who with fast paced strategy!
I have reviewed Get Adler previously – you can read more here.
 
And I couldn’t write a blog on sleuthing without featuring a Sherlock gif, could I?
Join us for games for a Cards or Die event.
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How I win at Charity Shopping.

I have always enjoyed an amble round the charity shops and since starting Cards or Die, I can amble with renewed purpose. Or ‘pop in – just for a minute’ as I refer to it when trailing a reluctant trio of kids. But in fact, I am not merely aimlessly ambling. It may surprise you to learn that there is a charity shopping strategy. And, no one expects the charity shopping strategy.
 
(Dramatic entrance, swirling red cloak) The key element in successful charity shopping is luck. Luck is the main element; luck and a fanatical devotion to bargains. OK… the two key elements are luck, a fanatical devotion to bargains and the willingness to take a risk….
(Goes out, bursts in again) The many faceted elements of successful charity shopping are luck, a fanatical devotion to bargains and the willingness to take a risk. So, ok it’s three. But, many faceted elements sounds much more serious. And bargains are a serious business.
 
Luck
It may seem obvious but luck is a two way street. I’ve had some amazing luck at charity shops: ‘Hey! That’s my Fish!’ for 49p; 221B Baker Street – still shrink wrapped £2.99, brand new Bucket of Doom 99p!
I’ve had some bad luck too – for instance Connect 4 (the co-operative version) and Buffy the Board Game – it turns out this was not the Buffy I was looking for.
 
The thing to take on board though… (I’ll give you a moment to groan if you wish…) The thing to take on board is the number of near misses I’ve had too. I nearly bought Lost the Board Game. It was in a tin for goodness sake. But, I kept my packaging excitement in check and read some reviews on board game geek and averted disaster. I’m aware that the Connect 4 debacle could have been avoided by asking them to snip the tape* so I could look inside.
(*I’ll come back to this)
 
Despite using the words ‘disaster’ and ‘debacle’, (prone to drama? Moi?) buying these games would leave me just under a fiver out of pocket. It’s easy to change my language and view this as a charitable donation rather than a waste. Plus the Connect 4 will be useful as spares providing people only ever lose yellow counters…
*Taping up board games. Please don’t. I have invested in massive sturdy rubber bands and at Airecon, in possibly the geekiest conversation I had that weekend, I discovered rubber X bands which are super sturdy for your games.
If you want to look inside a box that is taped up – just ask. They will snip it open with scissors and reseal it. That way no-one has to end up with a ripped or damaged box.
 
Fanatical devotion to bargains
Raised Catholic, fanatical devotion comes easily to me! The more regularly and frequently you can visit charity shops the better. I can efficiently get round all the charity shops here in Horsforth because I know exactly where the board games are in each one. I can go straight to that shelf and check if there are any new additions. It really can be a quick task. Of course often there may be distractions that result in a new outfit which is a bonus!
 
I usually have a list in mind of which games I’m looking out for. On that list there are specific games and then sections like games from before 1960, for instance. If you are after a particular game or particular style or make of game you can request shops to ring you if that specific thing comes in. Some will be happy to do this for you. On the plus side you don’t have to trawl round as much, on the other hand you may miss a find that isn’t on your hit list. Part of the excitement of charity shop shopping is that you never know what you might discover so it’s important not to be too focussed.
 
Going in the car to charity shops in odd, tucked away or far flung places can lead to some bargains too. I’ve had some fab bargains from a charity shop on a housing estate in Ellesmere Port whilst visiting my folks. It isn’t really near much else – a newsagents and a chippy and I’ve had some good vintage finds there. Not to mention a dress that was in the sale for 75p!
 
Anytime we go somewhere new I always want to have a ‘quick look’ in the charity shops. You just never know what you might find. For some reason in different areas you seem to get different types of unwanted games so it’s worth looking in different places if you can. In Wilmslow I got some fabulous condition retro games in a couple of shops.
The saying ‘One person’s junk is another’s treasure’ springs to mind and I am constantly on the lookout for treasure.
 
Willingness to take a risk.
 
Throw caution to the wind and splash out on a game you’ve never heard of! The great thing about this is if it’s a dud you can use it as spares or just redonate it, safe in the knowledge that you have made a donation to a worthwhile cause. But if it’s not a dud…
 
I’ve bought games that are not listed on board game geek and that I’ve never heard of. Or I simply haven’t checked if they are listed – I like the look of them and at these prices it’s a safe risk to take.
 
Mancala
I took a risk with this because when I bought it, I didn’t know what it was. I loved the carved wooden box and how tactile it was. I took it up to the counter and said ‘Is this a game?’ ‘Yes’ they said. And I bought it. Then spent a lot of time saying ‘what’s this?’ and brandishing it at people. Eventually somebody said Mancala and all I needed to do then was learn how to play it.
 
Mancala is an ancient game and so there are many variations. I did some research and fixed on a set of rules that worked. As with all games as long as everyone is in agreement and understands how to win before you start, it should be fine!
 
This has been such a popular game at all my events. Quick to learn, strategic and mathmatical: it is the kind of game you want to play over and over. It is possible to get modern versions of it and it comes as part of many of the wooden games compendiums. I highly recommend it.
 
 
Space Lines
I had never heard of it and it was clearly a 3d version of Connect 4 which could be a but naff. But, interestingly it plays up to 3 and the picture on the box! Well, that’s what sold it to me. The 3D game of the future, a brave new world where people would shoot coloured lasers out of their fingers. This was the kind of world I wanted a piece of. Once I had got over the disappointment of the lack of finger lasers, I realised that this is actually a really neat game.
Played two player, it is harder than you think to pursue your own series of 4 pegs whilst blocking your opponent. But when three play it becomes very interesting. There is potential for pairing up against one opponent or seeming to and then switching loyalties.Martin at The Abbey has introduced a no talking rule for the three player game which is an excellent idea as it intensifies the dynamics of the game.
Again this is a game with a very simple premise: make a row of four pegs in any direction. Each time you get caught out, you’ll want to play again. The 3D, 3 player element means there are multiple strategies to try out.
 
Thoughtwave
A two player strategy game. This time it wasn’t the box itself that encouraged me to buy it, but its award winning status and the tactile nature of the pieces. One player is red, the other black; using your tiles you must make your way across the board from one side to another whilst blocking your opponent’s bid to do the same. This is a gem of a strategy game and I can see why it won the Toy of The Year Award 1974.
 
Continuo
In this instance the box itself nearly stopped me buying this one. It was on a shelf with napkin rings (also in boxes) and display plates. So, when I picked up the box I wasn’t sure what to expect. Whoever thought ‘Burgundy and gold, that says fun’? Carefully prising it open I found the instructions which explained that it was a game where you match the colours and try to make a long chain of the same colour, scoring for each square in the chain. To be honest, it sounded a bit dull but it was under a pound and I thought someone might like it. I was both wrong and right! It isn’t at all dull and lots of people like it! In fact it has been re-issued in a nicer box and is well worth trying out. If you like Tantrix (another charity bargain) you’ll like this. It’s pleasing to the eye and mildly strategic. There’s something very satisfying about totting up your ever increasing score as you create longer and longer colour chains.
If, like me you are addicted to charity shops and the board game bargains to be sought out, you may also enjoy Board Game Trading and Chat UK. As I was typing this blog, someone had shared a post – they bought Ticket to Ride for £3.50 and Disc World for £4.25. 154 people reacted to this post so it definitely isn’t just me that enjoys a bargain – vicarious or otherwise!
What are your greatest charity shop finds? Or your most entertaining duds?

Come and check out some of my bargainous finds at a Cards or Die event.
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Once upon a time in the West it wasn’t all Doom and Gloom: the beauty of Storytelling Games.

Storytelling is an ageless activity bred of an instinctive human desire to connect with others. Back when we lived in caves and all you needed to do to impress someone was light a fire, we would sit round that fire and tell stories: stories of the mythic beasts we had slain; cautionary stories of the dangers our youngsters should avoid; stories of comical mishaps and misunderstandings. Playing games is an ancient pastime, and it’s no coincidence that games is another great way to connect with other humans. So, what could be better at connecting us than games that tell stories?
Here are some of our favourite story telling style games:
 
Verbositi
Players use the letters that are revealed to create sentences. Each sentence must use all of the letters in order reading left to right or right to left. You place 7 letter cards and a category card face up to create the board. The category card awards different points depending on the subject of the sentence. Turn over the 3 minute timer and off you go! You need to make sure that the sentence is grammatically accurate and you can use names but not just to use up letters – they need to be an integral part of the sentence. Write as many sentences in the time to maximise your score. The rules claim that the game is outlandish and creative, and the results certainly lend credence to this claim!
A variation allows you to place 10 letters and choose a sequence of those to make your sentence. In this version you score according to the length of your sentence.
The game is played over 5 rounds, so you’ve got time to warm up!
 
This is a quick, fun party game. It is challenging but it’s the kind of game that once you warm your brain up, you can create all sorts of bizarre and entertaining stories! Have a go at the boards in the pictures to get you started!
Bucket Of Doom
Another classic party game. I was wary of this one at first as it says it’s suitable for ages 17+… some people had seen it in my collection and said the thought it would be like Cards Against Humanity – this didn’t help! 9as you may know, I am not a fan of Cards Against Humanity at all. I’ve played it and I felt that some of the topics were so tasteless that I could not find any humour in them). But, I found a copy of this in a charity shop and it is by Big Potato Games (Creators of Obama Llama which is well loved here at Cards or Die headquarters) so, the conditions were perfect for me to throw caution to the wind and suspend my reservations. And, I’m glad I did.
You have 8 objects and an improbable yet perilous scenario. The scenarios are mainly ridiculous, some are rude and many are nightmarish but they are not offensive. You must use one of your 8 objects to escape the scenario you find yourself in. The group choose the most convincing and entertaining explanation and we have a winner/ survivor. Above all else this game is ridiculous. It demands that you engage your imagination and reach into its farthest recesses to generate plausible absurdity.
So, how will your Bachelor’s in drama get you out of this suicidal whale?
 
Serving suggestion: definitely the sort of game which is best served with fizzy wine or fine ales.
 
Dixit
In Dixit the player who decides on the phrase, word or saying that encapsulates their card is referred to as the storyteller. Each image tells its own story. I have already written a detailed review of Dixit -you can read more here.
Gloom
I love Gloom; both the game and the Eeyore-like state of being. We have the Cthulhu version. Despite the tuck box (we won’t talk about that it upsets me), this is a brilliant game. The aim of the game is to make your family as miserable as possible before killing them all!
The cards are see-through so that you can stack them up, obscuring or replacing some or all of the existing scores and categories. Event cards intensify the gloom of your family and outline a mishap or terrible event: ‘disappeared in the night’ or ‘was part of a feast’ for example. As these stack up you tell the horrifying story of that character. Storytelling is outlined in the rules as ‘half the fun’: you are encouraged to flesh out (if you will) how these chilling events came to pass. It’s definitely more entertaining if you engage your storytelling brain as well as your maths/ strategic one. This goes some way to settling the ‘Is Maths better than English?’ debate. Or perhaps they work in beautiful harmony? Nonsense, English makes everything better. (This is the answer, no need to comment below).
 
Whilst trying to make your family as miserable as possible you can cheer up your opponent’s with bargainous books or secured tenures. When you have enough negative points you can cause the untimely death of your family member or as a philanthropic gesture you can limit the unhappiness of an opponent’s family member by putting them out of their misery – literally.
 
When your entire family have gone to a better place (which given the circumstances wouldn’t take much) then the game ends and you total up the points to see who has spread the most gloom. Fabulously gruesome!
 
Colt Express
In Colt Express you are all ruthless bandits in the Wild West trying to grab the most loot and prove yourself as the fastest gunslinger. The marshall guards the prize on the train – a briefcase full of money. But watch out, get shot by the said marshall and that really messes up your plans.
 
One of the immediately impressive and striking things about Colt Express is that it uses a cardboard train rather than a board. It truly is a thing of beauty. You make your way along the train either clinging to the roof or risking life and limb as you swing from carriage to carriage.
Disappointingly the number of female characters is limited to the usual two and one of them is predictably busty. As with so many games I overlook that. If I only bought games which fairly represent the diversity of society my shelves would be significantly emptier.
 
Colt Express uses a programming mechanic. A round comprises 4 to 6 actions per player and this is detailed on the round outline card. Some of the outline cards dictate that certain cards are placed secretly and some end with an action like the train screeching to a halt – when the outlaws who have chosen to risk the high winds and jolting tracks by creeping along the roof are jettisoned dangerously closer to the marshall.
 
Each player chooses the action they plan to execute and places their card in the pile. When this is completed, one player then tells the story of the round. This mechanic makes the game quite tricky; to play effectively you need to not only keep track (no pun intended!) of what you’re planning but of what everyone else is doing and where they are, adjusting your plans accordingly.
 
The storytelling element and the cardboard train are my favourite bits of this game. (It even comes with cardboard cacti!) For me the game is perfect when people enter into the storytelling element of it with enthusiasm. A list of actions becomes a scene from a Wild West train robbery with a cast of rival guns prepared to fight to the death.
Each player has a special ability which lends some more depth to the game and there are two expansion packs available which I’m keen to try out.
 
Neighbours
Everybody needs good neighbours and you can join forces with yours in The Neighbours board game to create the best plotline ever. I have thoroughly enjoyed playing this game and it’s had good reviews from events too. Now – whenever I read the word “hilarious” in a review part of my soul dies, but honestly Neighbours is hilarious to play (admittedly we consumed wine while we played – a theme is emerging), but it is a fun game – and the plot lines you create have to be grammatically accurate, which pleases me more than I can tell you. Pretend it’s the 80s, pretend it’s sunny, and dive right in!
So what is the story we should take away from this post? Well, once upon a time there was a little girl who eschewed the rules of grammar. She thought that what really mattered was the story, not the way it was written. She was wrong. She lost. Grammar matters kids.
As a poster in my classroom stated:
“Let’s eat Grandma! or, Let’s eat, Grandma!”
It takes a lot more than lighting a fire in a cave to impress people these days… get this wrong and you could have been having quite a chewy dinner…
Join us for board games at a Cards or Die event.
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Games for Weddings

5 reasons why if you treat yourself to one extra ‘thing’ at your wedding, it’s got to be board games.
1. Memories are made of this.
What do you want people to remember from your wedding? You want them to remember what a fun day it was, the people they met and spent time with, how special that shared time with you and your family was. Games are fun; games bring people together: that’s the whole point. For many families Christmas is the only time they get the board games out. Why? Because we associate board games with fun, with family, with quality time and memories. I’m not suggesting that I bring Risk or Escape From Colditz and we all settle down for a six hour intensive, strategic battle (well, not this time!). I’m promising to bring the sort of games that you remember from your childhood, fun games that you will want to share. The sort of games that make you name 7 things beginning with ‘F’ before the timer runs out, without offending Grandma or teaching the children any new words.
2. Kids have to sit still to play games and they will.
At various points you will want the children to sit still for a while, to have some calm time. Playing a game with children is a great way to grab a bit of family time; it can be a long tiring day for the little ones. Just as with the books, our favourite games are those that both adults and children can enjoy. The best bit is – once you’ve played them through a few times – they’ll play happily on their own and you can move on to a more complex game or simply go back to your wine! Poo, Dobble, Exploding Kittens and Don’t Panic are quick to learn and fun to play.
3. 4 Hours in and you’ve run out of things to say to Great Uncle Jeff.
Never fear, once you’ve got him engrossed in Mancala you’ll be discussing tactics and strategy. Or, we can crack out Downfall or Guess Who and he’ll soon be regaling you and anyone in earshot with comical (and probably embarrassing) memories from your childhood. This is a great way of sparking conversation or providing a focus, and equally true of tables where everyone knows each other or where strangers are sitting together. Get people playing and they aren’t strangers for long.

4. The Twilight Zone

Apart from the temporary distraction of the photographs, the time between the wedding and the evening reception can feel a little flat. Providing a carefully chosen selection of games gives guests something fun to occupy their time. Games like Anomia, 5 Second Rule or Jenga are all good group games that people can dip in and out of when it’s their photo call. The fact that people can swap in and out of the games also encourages people to mix and get together.

5. Games that are funny are HILARIOUS when you’ve had a glass (or two) of fizz.


Any game that requires dexterity or quick fire answers is entertaining as it is but, add a couple of glasses of fizz and the level of challenge intensifies; you find yourself crying with laughter as the first celebrity that your friend names is Michael Fish! You struggle to regain your composure as the timer ticks down and you wrack your brains for a type of insect. An insect. Any insect. Come on, you know that a hamster is not an insect and yet your brain only has this to offer! Or, you can try to steady your hand as you perch a chair on top of another precarious chair. (Frowning and holding your breath helps with this!). People laughing at your “concentration” face does not help. Then as the chairs come crashing down, the people on the next table see you all laughing and shout over ‘Can we have that next?’ Suddenly there you are with people mixing and having fun. Just what you said you wanted at the start.

Click on the image.

Cards or Die is all about board gaming fun and creating great memories. Get in touch to chat to us about which games would suit your wedding.
You can always pop along to a Cards or Die event and see what it’s all about.
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Wondering what to buy the little legs in your life this Christmas? Games of course!

Friends have been asking me ‘What games should I get my kids this Christmas?’ I know that the subtext here is a. what will keep my darlings gainfully occupied? b. what will I enjoy if I decide to play too? and c. what doesn’t require 2 hours of rule reading and painful adjudication?
Luckily for you, I’ve got the answer. In fact, 5 answers because that’s the sort of friend I am! The games I’ve chosen are quick to learn, will be out of the box more than they’re in it and are also portable, so you can take them to family get-togethers and all play or leave the kids to it. And once they’re safely tucked up in bed, regardless of how much festive spirit you imbibe you’ll be able to settle down to a sensible, grown up game of Poo.
 
My years as a teacher mean that I can not share these recommendations without going all geeky about the many benefits of learning through play: accidental learning is my favourite. Not only are games an excellent social tool, reinforcing ideas about turn taking, communicating your own ideas and listening to others, but also the games I’ve chosen encourage children to observe, match patterns and images, count and keep score and some games require quick thinking while some require reflective strategy (on as simple a level as you want). Basically what I’m saying is you can drink wine, knock stuff over, fling poo and send your darlings back to school/ nursery with a smug smile: they are so advanced.
 
So here are my top 5 Christmas Gifts for children…
 
1. Poo
 
2-8 players
5-15 minutes
 
Poo is a card game in which monkeys fling poo at each other and attempt to deflect poo on to others or clean some poo off themselves. Once you have been covered in a pile of 15 flying poos you are out and the last monkey standing wins.
 
Poo is an easy game. Start with 5 cards, play one, pick one up. The only age restriction is that there is simple reading to be done but this can be worked around by working in mixed age teams. Or, you could just be able to see a younger players cards – there is no strategy in this one so it doesn’t really matter if you know what someone has in their hand.
 
You may also want to buy some counters to keep track of scores – I got brown ones of course!
 
 
 
 
There is a Space version available too – it is currently in stock at your friendly local games shop: http://www.gamescrusade.co.uk/
Here is some regular, non-space poo:
For first Wednesday games at The Abbey Inn, I treated us to some poo related prizes. This was a cheap party bag but worth adding to the game for a bit of extra fun:
2. Kodama
 
2-5 players
40 minutes
 
This is a game which has a very simple premise and involves some strategy. No reading skills are required as you are matching images. It is, though, a very beautifully designed and illustrated game. In our house ages 9 to 71 have thoroughly enjoyed it but it is certainly suitable for younger (or older) ones too!
 
At the start of the game you choose a tree spirit, and then you grow your tree by adding branch cards that you choose. You score points for making a contiguous line of a certain feature over a number of adjoining cards. E.g. if you add fireflies to this starting trunk you score 1 point for each firefly on an adjoining branch.
There are also season cards which set challenges; if you achieve the challenges then you score bonus points. For very small children it is easy to leave these out for the first couple of rounds and add them in later.
The finished trees after one of our games.
 
The only possible down side is that your child may demand a tree spirit as their next pet. I know I have.
 
 
3. Click Clack Lumberjack
 
Plays 2-7
5-10 minutes
 
Like Jenga – but there’s an axe. Try to knock off the bark without knocking down the tree. To play this children will need some dexterity and it involves turn taking. But, again – no reading. You can encourage them to keep track of their own score of +2 for every piece of bark knocked off, -5 for every section of trunk, and optional bonus points if they knock off the bark which hides the bug stickers.
4. Carcassonne
 
Plays 2-5
30-45 minutes
 
There is a junior version of Carcassonne but to be honest I am not a great fan of games adapted for children, I’d rather differentiate myself. That way when they are older you’ve still got the game. A much thriftier investment!
 
Carcassonne is an incredibly popular and award winning game. It involves no reading, and there are lots of ways of reducing or increasing the strategy involved.
 
You lay tiles to create a landscape based on the medieval fortified town of Carcassonne. You need to match the tiles so that roads, fields, Abbeys or cities can be completed or added to. The way I’ve explained it to children is that the picture must ‘make sense’. Once you have laid a tile you can claim that territory by placing a meeple on it. Depending on where you place your meeple it can become a Knight (which may or may not say ‘Ni’), a farmer, a highwayman or a monk. Your meeple then earns points depending on the length of the road, or the size of the city, farm or Abbey. Players must play tiles carefully to maximise their score.
o help very small children to learn I would remove farmers and monks. Once they have mastered the basic principle of the game they can be re-introduced. Children are learning to create sequences and patterns as well as calculating and comparing possible scores. Again, they can do as much or as little of this as you want. This is definitely a good investment.
 
The box is not as portable as it is a little larger than the other 4 games it won’t go in a handbag, unlike poo!
 
 
5. Dobble
 
2-8 players
5 minutes
 
Dobble is a quick, fun and portable game. The tin of cards contains rules for 5 mini games. Turn over a card and if you are first to shout out the image which matches an image on your card you win the card. The person with the most cards wins. While the game is clearly the work of a mathematical genius – every single card has one image which matches with an image on another card – you don’t need to be a genius to play.

This game tests observational skills and encourages quick thinking and unlike snap, rather than testing the speed of your movement it requires you to verbalise your answer quickly.

 

 

 

It has been so successful that there are many variations available including a Star Wars version!

There are so many good games out there and this is just 5 that are a sure fire hit for any age. If you want any other, more specific recommendations or you want to share your family favourites please get in touch!

Come along to a Cards or Die event and play these and more.
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Can Sub Terra adequately prepare you for the apocalypse?

There are three things which I feel summarise my excitement about Sub Terra which was recently brought to life through KickStarter:
1. After two play throughs I ordered ultra violet lights.
2. After the first game I’ve had requests that next games night we build a blanket fort in The Abbey Inn and play in there with the new lights and the soundtrack (Another stretch goal that was unlocked.)
3. I keep making people feel the cards and tiles. (2mm punch board, black core boards and matt finish, black core card; all bonus stretch goal features which make this game a delight to hold). You think I’m weird. I’m not weird. Once you’ve stroked the cards you’ll see that this is a normal reaction.
 
Such is the excitement and joy Sub Terra generates. I could leave it at that really; it tells you everything you need to know. But why use 240 characters when 8 pages will do?
You are trapped in an underground network of caves and tunnels. You must work together to find the exit and escape before your torch lights run out or the horrors get you. There are other threats too: cave ins, gas leaks, floods and the dodgy background of one of your fellow cavers. One of the pure joys of this game for me is the fact that the cavers are a diverse mix of race and gender. Finally, a games designer who has got it so right. So right that when I play with my family, I don’t have to be a boy character because all the girls have gone. And, in the immortal words of Lotto from 8 mile “This shit is a horror flick, but the black guy doesn’t die in this movie …” Now Louis may die but as the medic it’s very, very unlikely.
 
You can outrun the horrors – a pack of vague, shadowy figures who pursue you through the darkness. Hiding from the horrors is another option but it takes up precious time. There is no place for cowardice, as to me this is the equivalent of hiding in a wardrobe: if they don’t spot you, you are still trapped, you still have to get past them and get out. Also you’ve been holding your breath because it was really loud and now you have a headache.
But don’t worry, there’s always Jai – our dodgy but hench bodyguard – who can fight them off. The interplay of characters special abilities is finely balanced which makes it all the more important that you DON’T SPLIT UP!
This, my friends is a horror film basic. Our complete disregard for this on our first game made me question the years spent watching horror films in the firm belief that I will be ready if/ when the apocalypse comes. I had plenty of time for contemplation while I lay drifting in and out of consciousness for hours, surrounded by the scratching, scurrying sounds of the horrors.
 
Your turn has two or three phases. On your turn you can choose between exploring – where you reveal and leap into the next section of cave with reckless abandon – or just revealing which allows you to peak cautiously into the next chamber, perhaps using a mirror so the horrors don’t see you. Being over cautious means you won’t find the exit in time but be too daring and you find yourself gasping for breath in a gas leak or plunged into icy waters where you must drift unconscious until the medic arrives. Provided the medic hasn’t chosen this moment to get a round in.
 
We found that exploring on our first phase and revealing in the second worked best as on our second phase sometimes we could mitigate the effects of our earlier recklessness, but ultimately to escape you must take risks.
 
The optional third phase of your go is exertion. Of course, in these dangerous surroundings, it can exhaust you, draining your health. Or, you can be lucky and exert yourself with no ill effects. Just as in life, fate is capricious and is decided on the throw of a die.
The caverns and tracks you reveal have challenges like ledges, slides and rough terrain as well as the more obvious dangers noted above.
So, what have we learnt:
1. Don’t split up
2. Use your strength wisely
3. Hiding is futile
4. Be friends with the medic
5. Be lucky.
It is a challenging game, which if played well (by which I mean in a blanket fort with UV lights and the sound track on) definitely might completely partially equip you with the skills you need to survive the apocalypse.
Come along and have a game at a Cards or Die event.