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Death on the Cards – Agatha Christie

Unveil and apprehend the murderer in this clever sleuthing card game.
Plays 2-6
Age 10+
Playing Time 30mins
“It is the brain, the little grey cells on which one must rely. One must seek out the truth within” Poirot.
 
In Death on the Cards you must work together, exercising your little grey cells to identify the murderer! The game is well packaged with charming art work. You might argue that there are more important factors in choosing games but a literature related pun, a sturdy box with a magnetic closer and pretty cards go a long way in my book!
 
The game plays very differently depending on the number of players. With 5 or 6 players you have both a murderer and an accomplice to uncover. With just 2 players, you know who the murderer is from the get-go so it’s just a straightforward but frenetic game of cat and mouse. I was pleasantly surprised that it works just as well with any number of people. It’s a different game but just as much fun.
 
The basic premise is the same however many players you have – the murderer must exhaust the draw pile to reveal the ‘Murderer Escapes’ card which depicts them gleefully skipping off into the distance with nary a care in the world. Meanwhile the detectives try to prevent them from depleting the draw pile. In addition, should the murderer reveal everyone’s secrets the murderer wins while should the murderer’s secrets be revealed the murderer loses.
Secrets.
Each player is given 3 secrets at the beginning – you might not be the murderer but you’ve all committed various social faux pas and we all want more details on your involvement in the ‘vicarage incident’ . When all 3 of your secrets are revealed you are frozen out of the game unless you are the murderer in which case you’ve been rumbled. If the murderer succeeds in revealing all three of everyone’s cards then they have escaped. Once they’ve heard all your despicable secrets they’ll be able to set up a lucrative career as a blackmailer so you need to work together to make sure that definitely doesn’t happen.
 
You must closely observe the other players in order to work out who the murderer is. Are they deliberately drawing lots of cards? What kinds of cards are they playing? What cards are they discarding? Or are you just going to go on instinct? As Christie herself once said “Instinct is a marvellous thing. It can neither be explained nor ignored”.
 
The Detectives
There are 7 different detectives that you can use to force others to reveal secrets. To play them you need to collect a matching set or use the Harley Quinn wild card with them. And, once played you can add to an existing set in order to repeat that action. They’re all there: Poirot and Marple of course, Tommy and Tuppence Beresford and my new favourite – Lady Bundle Brent. Each detective acts slightly differently and each card has a different quotation from that character. It is nice touches like this that really make the game for me.
Other actions
The actions are cleverly balanced to benefit either the murderer or the detectives. For instance Look into the Ashes cards allow you to choose a card from the discard pile while the Early Train to Paddington allows you to move six cards from the draw pile to the discard pile: each of these affects the speed the draw pile reduces thereby either abetting or hampering the murderer’s escape.
 
The Point Your Suspicions card is a fun card which, timed well, can have a significant impact on the game. When played all players point to the person they suspect. Although it just forces the most pointed at player to reveal a secret, there is much to be deduced from people’s actions here. Remember “If you are to be Hercule Poirot, you must think of everything” No clue is too small to be overlooked by your keen detective’s mind.
 
The Not So Fast, You Fiend! card allows you to counter most actions – a very useful mechanism. Similar to the Nope card people are often familiar with in Exploding Kittens. Each player starts with one of these cards but when to play it? Do you cancel this action or wait in case something even worse is in store for you?
The game comes with player aid cards which summarise your turn for you. Plus all the cards have clear instructions on and that along with a well written instruction booklet makes the game quick and easy to learn. It’s well worth lingering over the flavour text though.
 
Agatha Christie’s Death on the Cards is a triumph – it has been a hit at home and at events. Whether you are taking tea at the vicarage, enjoying a train journey, sojourning up the Nile or simply having friends for supper – it really is the perfect addition to your evening.
 
Come along to a Cards or Die event and have a game with us.
Find out more about Agatha Christie and the game here: https://www.agathachristie.com/games/death-on-the-cards
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Mental Health, Board Games and Me

Every month Lisa Bourne of Time to Change Leeds, holds a board gaming meet up at Abbey House Museum. It is one of a range of events that she runs to raise awareness of mental health and also tackle social isolation. I go every month and now co-host the event, supplementing the museum’s selection of games with some of my fun, unusual ones as well as helping to publicise the event. It is not a formal group by any means, there is no need to book or reserve a place, it’s just an opportunity to meet in a safe environment and chat – or not – whatever you need. And that’s where the games start to come into their own.
 
Playing games gives the group a focus which is not them. There is no sitting round, awkwardly avoiding eye contact and waiting for someone to share something, there is no pressure at all. Often we play a game and chat just happens, sometimes around the game itself and sometimes about our lives, our experiences, what’s going on for us. There are no experts there, just other people who have experienced or are still experiencing mental health difficulties. I am happy to talk quite openly about my difficulties and I understand that, that’s me, not everyone talks as much as me. To misquote a saying I heard about Autism recently ‘Once you’ve met one person with mental health difficulties, you’ve met one person with mental health difficulties.’ Whether we talk or not, we are still connecting and sharing a fun experience.
 
When I’m struggling with my own mental health I can often manage a game of something. Depending what mood I’m in, I will usually choose a game I’m familiar with that absorbs my attention either because of theme or strategic demands but that is not too challenging. When I’m feeling rubbish, the last thing I need is a game which is too difficult and reinforces my feelings of inadequacy. That is quite a delicate balance and entirely personal. So, for the games we always have a selection of games we are all familiar with which may trigger feelings of nostalgia maybe memories of simpler times as well as newer games which are light-hearted and fun. Last time, we played Hide the Pickle and we laughed. That has got to be good for you. Right?
When I went for therapy around the time of my breakdown, one of the first things I remember the counsellor suggesting was that I should do fun things which brought me joy. This sounded more insane than I felt. ‘Joy?’ I thought, ‘fun?’ – neither of those emotions were featuring in my life much at that point. They seemed like distant memories – the sort of thing other people did. The ability to play without reservation is something we seem to lose around the time we start secondary school; we become obsessed with ‘being more grown up’ ‘being sensible’, not indulging in ‘stupid’ or ‘childish’ pass times. As a fully grown adult I beseech you to do stupid, childish things, have fun, play games. Games are not just for children – there’s a reason those Haba, MB and Spear’s games say aged 4 – 99 on the box. The ability to throw off the shackles of adulthood and enjoy a game is not necessarily an easy movement of mindset but definitely worth the effort.
 
The right board game will encourage you to immerse yourself and forget about the real world, giving you control over your actions and outcomes on a small scale. That can be challenging when my mental health is poor as my concentration can be wobbly so I’m not talking about a 3 hour game of Risk. Even short games can be pleasantly absorbing.
 
I have maintained for a long time that board games are good for your mental health. This theory goes beyond – ‘they’re good for me therefore they’ll be good for you’. And don’t get me wrong I am in no way suggesting that I have ditched my medication and just play board games while choirs of angels sing ‘allelujah, she’s healed’ above me. In fact, I have recently increased my medication because …well… life…
 
While I’m sharing, I can also tell you that I’m trying to get into a meditation habit using Headspace and doing regular NLT with Becky Antrobus. It is amazing and by the end of the session I feel clarity and so much calm, again – as part of a wider treatment plan – I would recommend finding out more about it. But above all – I am taking my medication. Just as for a broken limb I would take painkillers as well as doing physio to build up the muscles. Only a sadist would suggest you ditch the painkillers and hit the gym. And I’m not that cruel – not even to myself.
 
So here is a brief run down of some of the games we’ve played and why they’ve been great for us. I can only really comment on my personal choices and those of the people who’ve attended. I’m definitely open to suggestions and I’m more than happy to play pretty much anything. (I won’t have games that are offensive).
Wordopolis
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Kodama
In this game you grow beautiful, sprawling trees and attract kodama (tree spirits) to your tree. There are creatures, flowers and clouds that adorn the cards and gain you points. It is competitive but it is such a gorgeous game that it’s easy to become absorbed in your own actions and forget what others are doing. There are also layers of difficulty you can add as you become more familiar with it.
 
Are you dumber than a box of rocks?
I should warn you, it turns out most people are. This is a quirky trivia game where you play together against the rocks! The answer to each question is 0,1 or 2 so there is always the possibility that you could have an intelligent guess! The challenge is to reach agreement and of course outwit the rocks.
 
Stupid Deaths
This is not one of mine. A regular at the meet ups brought it along for us to try and it is very entertaining. The aim of the game is to outrun death by correctly deducing whether the stupid death on the card is true or false. As you can imagine, even with such a morbid subject there are lots of laughs in this one.
 
Love Letter
Love Letter is another pretty one – I do like my games to be visually appealing. I also added little heart gems to score with replacing the little wooden cubes it came with. The game involves a lot of deduction which I can happily immerse myself in. You only have two cards in your hand and you must play one of those so decision making isn’t protracted but it can be the difference between the safe delivery of your love letter to the princess and you being cast out of court for ever. (Well until we start a new round…)
 
Jenga, Pass the Pigs, Battleship
Classic games that need no introduction – these are just three of our favourites at the meet ups. They are not involved or complex enough to make conversation difficult and often reminiscing is a good conversation starter anyway.
 
Wordopolis, Fletter Fuse
I love word games and unfortunately don’t get to play them so much at home as my passion for them is not shared! Lisa and I love a word game and so I was pleased when some of our regular visitors embraced them too. These are two differently paced games – in Wordopolis you create a grid (a bit like a word search) and carefully place letters to create new words. Although it is made for playing competitively, we have played this together – patiently studying the grid and slowly mulling over alternatives. Fletter fuse is much faster paced – you turn over cards and make words from the upturned letters. The longer you wait to claim a word, the more letters there are available meaning you can experiment with different strategies and test your vocabulary. You know it’s gone badly wrong when you finish the game, tot up your score and grab a fresh cuppa… and when you come back your worthy opponent is still adding their score up. Despite being completely eviscerated, I’d still play again.
 
Hide the Pickle
Last meet up we played this. It’s a silly one where you swap, steal and bluff to try to be the player that has the pickle when the game ends. The cards are very entertaining with brilliant illustrations and comical flavour text.
 
These are just some of the games that we have played – it doesn’t really matter what we play, it matters that we get together. Board games provide fun, low key socialising and absorb you, allowing you to escape into other worlds, other parts of your mind. Go on, try it – ‘you have nothing to lose but your chains.’ (Marx).
 
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UK Games Expo: A Haul of Memories.

As the ‘games haul’ posts insinuate their way on to your various social media feeds, making you wonder if you missed out on the next big thing, and the moaners moan about the size or the temperature or something; I’m bringing you something a bit different.
It’s hard not to get drawn into these threads. Negativity begets negativity and our brains are still hardwired to focus on the negative. But we must resist. Our happiness depends upon it – adjust the focus or use a different lens entirely. There is a place for negative feedback and it is vital for any event to receive it in order to grow and improve. I still carry that teacher mantra though – public praise, private ‘suggestions of areas to improve’! Sure by Sunday morning, I thought I’d been there a week and Eldritch Rach thought it was evening. And yes it was hot. And it was brillliant.
 
Even the most negative of incidents was promptly dealt with and the offender expelled from Expo. I’m not going to go into this here- it has been covered elsewhere and carries too many triggers to open up here. Suffice to say that as an individual the UK Expo response to this makes me feel safer there.
 
Board games without people are just lifeless boxes filled with meaningless chits and worthless tokens. It is the people that breathe life into them, that make them funny or tense or moving. It is the fabulous people of Expo and the time spent uniting with fellow nerds that I want to focus on.
 
The Expo started for me with the Press Show. I chatted to lots of people, finally met Angela and Dan who I’ve chatted to online for years and booked in to play a demo of Arkosa – the new one from the creators of Gobblin Goblins. The thing that I enjoyed most about the press show was the enthusiasm of the games creators – I love chatting to people who have passion and belief. It’s infectious. In particular I remember meeting the folks from Pet Evil which is soon to be on Kickstarter; marvelling at the research that went into Jonathan Strange and Mr Norell the board game of English magic published by Osprey Games; playing a pattern making game with my eyes shut while two complete strangers gave me directions and talking penguin puns with Team Custard Kraken the makers of Penguin Brawl.
 
After that I caught up with Emma from Emmerse Studios and Amelia – Quirk Expert! We drank wine and played ‘Bilder’ a game in which you use the different shaped blocks to build or re-enact the thing on your card while idiots shout things at you which are very obviously wrong. They then draw a card and build something obscure while you make astute and intelligent guesses about the content of their card. That’s how I remember it anyway.

Lots of games by StuffbyBez: Yogi, Kitty Cataclysm and the Wibbell++ system of games.

I spent some time at Expo demoing games for both Bez and Wren Games. One of the heart warming things about teaching games was how easy it was to get strangers playing together. They sat, enjoyed a game, compared experiences, swapped stories and recommendations and then disappeared back into the crowd. These were quick games so often we didn’t hang out for long but I loved sharing some time with people and watching them learn. One of the things I miss about teaching is that interaction when you open something new up to a person and place it in their hands; to witness that sense of wonder, fun and freedom to explore is a miraculous thing.
 

Assembly and Sensor Ghosts by Wren Games

Most of the booths there are demoing games. I could quite happily spend the days playing different games without spending anything above the ticket price. As much as I love teaching, I love learning. Letting someone who is passionate teach you is a joy. I visited Yay games and played Ominoes and then Snaggit. Snaggit is a new one – a fun twist on observational/ grab it games that requires some imagination. I managed to Snag a copy (!) and I know it will be a sure fire hit at events. I also hung out on the Wotan bus for a while, setting the world to rights with Lawrence and watching and learning some games. There were loads of people playing Brexit but I couldn’t bring myself to join in with that. One of the most entertaining games to watch and indeed play is Ramasjang – a chaotic card game where players add to the basic rule set by making each other do accents, noises, physical actions, whatever they think of. I also learnt the much calmer Castle Build. Over on Redwell Games I was taught Six Gun Showdown which was loads of sharp shooting fun too. If I wasn’t working, I would have made more use of the Board Games Library and the open gaming spaces. Plus there are loads of events and seminars to take advantage of.
 
A crack collective of indie game developers, artists, reviewers and generally lovely and supportive types got together at the Gaming Rules podcast to explain our existence. Today, using a sobriquet still frowned on by Janice they survive as board gamers of fortune. If you have a games related problem, if no one else can help, and if you can find us….maybe you can tweet #TeamTrevor. It was great fun to catch up with the Team Trevor folks in real life, especially as it was the Crafting Jones’ birthday so we could have cocktails! Any excuse!
 
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Pictures by Emma May of Emmerse Studios

I also attended the Gaming Rules/ Paul Grogan top tips for teaching games seminar. It was fascinating to hear ideas about different approaches to teaching as well as, through audience participation, people’s experiences of different teaching methods. The drip feed approach that Paul advocates resonated with me and I definitely already use elements of it. It’s sparked my curiosity and desire to find out more. Of course other non-gaming-rules events were also available! I missed Jollyboat and The Dark Room which are both awesome. And the only tannoy message I deciphered all weekend was the announcement of the Happy Salmon tournament which I can only imagine was hilarious.

The absolute best bits of UK Games Expo have revolved around hanging out with people: whether it was finally meeting the lovely Katie Aidley in real life; playing Arkosa and thoroughly enjoying the well crafted flavour text and a good game; putting faces to names and avatars or drinking cocktails in the Sky Bar on Sally’s birthday – it was an absolute blast and I can’t wait to do it all again.

I did add games to the Cards or Die collection – some kindly donated, some purchased. Come along and try them out at one of our events. But that’s not my abiding memory of UKGE – it won’t reduce to a pile of cardboard, that is really just a vehicle. My memories and the reason I’ll be back next year is to connect with lots of slightly crazy, passionate, nerdy, kind, gorgeous individuals through gaming. If you want to get involved in that vibe, join us at a Cards or Die event soon – check out our events page for more details or subscribe using the form below so you don’t miss a thing.
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Sensor Ghosts, Assembly Re-Sequence & Override and how Wren Games are trying to kill me in outer

I don’t want to say anything negative about Janice from Wren Games, I’m the last person to cast aspersions. She seems lovely – kind, warm, smiley. But I get the distinct impression she is trying to kill me.
 
Every time I triumph in Assembly – meticulously locking bays in to place, resolving glitches, fixing malfunctions, outwitting the computer then sailing away to victory in my luxury space ship – she adds new challenges. As if I didn’t have enough to contend with creeping about hoping the computer won’t notice me, first there were glitches and now she has added robots. If you thought Assembly was infinitely replayable before (as I did) it’s even more so now. Which makes it…. I don’t know? What’s bigger than infinite? Really bloody addictive, that’s what.
 
When I reviewed Assembly I had, had only limited success in terms of winning the game but I knew that I loved it. I played Re-Sequence and Override at Airecon and actually won. My elation was soon quashed by seemingly sweet natured Janice who proclaimed ‘It must be too easy – I’ll adjust it’. Any delusions about my own genius have been swiftly disassembled. I keep losing now.
That’s the key word though isn’t it – ‘keep’. I keep playing. Throughout Assembly, its expansions and the new game Sensor Ghosts you feel that success is just at your fingertips. If only you’d turned left, or played that card first or ignored your idiot co-pilot… things could have been so different. And it’s the knowledge that you can eventually succeed that keeps you locked into these brilliant puzzle games. I love the amount of layers that there are. You finish one iteration of the game and there’s another waiting for you, slightly tricksier than the last.
 
There are elements of the expansion which make it appear easier – I can choose which token to deploy (from the two visible stacks). I can play one or more platform hold cards to skip over those bays as though they are locked. And yet… it still has me beaten. It’s like I’ve been lured in with the modifications that give the illusion of choice and control only to remember the power of that dratted computer.
 
The idea of being able to play Assembly with 3 or 4 players is incredibly exciting too. I’m equally happy playing solo or with another player – both versions of the game are well balanced, challenging and fun. I’ll definitely be trying out the higher player count versions at UK Games Expo and I’ll let you know how I get on.
 
Sensor Ghosts
Good news – you do not need to have played Assembly to enjoy dying in a meteor storm. Even though in terms of the story it follows on, the game is unique and definitely a puzzle worth tackling independent of Assembly. Having said that if you like Sensor Ghosts you’ll certainly enjoy Assembly (and vice versa).
 
Sensor Ghosts picks up the story where Assembly left off (assuming you escaped). You settle back to enjoy the luxurious journey back to earth, regretting only not fitting the bum warmers and massage attachments to the seats. But what’s this? A message from Earth – probably a news clip of them celebrating your heroism and letting you know they’ve put the kettle on and ironed the bunting. In fact Earth are refusing to let you land unless you collect a sample of the virus from the middle of a meteor storm so they can work on a vaccine. Ungrateful sods. You pause your immersion in the game – flip over the box – there it is – that logo – that beautiful diminutive song bird the wren – hell bent on your destruction.
 
The board in Sensor Ghosts is ever changing and has a randomised layout. You need to balance keeping your shields charged with peeking ahead to see what’s coming as well as planning how you will navigate. There are so many unseen threats in the meteor storm and of course your sensors are playing up, you start to become convinced that your computer might actually be Hal when all along you had prayed it was Holly – inept but not murderous! I like the fact that you can play three cards and choose an action to complete which simultaneously frees you up and sees the card deck dwindle.
Changing direction offers a neat challenge where if you play cards in a sensible sequence you should be able to change course smoothly but if not you have to spend extra navigation cards to enable you to turn. When you are out of Navigation Cards you are out of luck.
 
Memory cubes are included so that you can choose to mark cards in the field – maybe the best ones or ones to avoid. Either way you must use them wisely as there are only three. Brilliant – enough to give you the illusion that you have help but not enough to let you rely on them. Another example of the perfect balance in this game.
 
Once you have safely navigated the meteor storm, collected a sample (not just one of the bits of rock that are floating out there and look a lot like the samples!) you can try again, adding in the Escape Pod variant and using the disruption deck. I’ll be honest with you – I’ve played many times and not won yet. Once, I got tantalisingly close to earth – I could just make out the outline of the coast of dear old Blighty when bam! A meteroid hit me. And the Escape Pod? In a move that reminded me of the many times I have sacrificed whole countries in Pandemic, I left them to fend for themselves from turn two. Then forgot they had ever existed. Don’t ever let me be in charge in an apocalypse survival situation.
 
Although this is only a preview copy so there may be some adjustments in the final copy ,I really like the colours and the space age art work on the counters, cards and box. Even the font is suitably sci fi! The game features the same chunky counters that you find in Assembly which are pleasingly tactile.
I had waited with baited breath for Sensor Ghosts to arrive. You probably know how much love I have for Assembly so I was concerned I might be underwhelmed. I was not. This is another brilliant game and the fact that it comes with Assembly add ons is a real bonus. It is already a regular on my table both solo and two player.
 
I got some feedback on the game at my most recent event. It was a very positive response but my favourite interaction by far was this:
Me: What impression do you get just by looking at the box?
Him: It looks like you’d die
Me: It’s by Wren Games – they did Assembly.
Him: Oh right we’ll definitely die then. We definitely want to try it!
 
And because no blog would be complete without at least one photo on the chintzy table cloth – here it is….
I’ll be working with Wren Games (providing she hasn’t actually killed me) next weekend at UK Games Expo. Come and see what all the fuss is about at Stand 2-624.
As always you can try any of the games in my blog at my events. Subscribe to the newsletter below so that you don’t miss a thing.
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Kitty Cataclysm, Wibbell++ and why it’s good to get a parcel from Bez.

If you’re familiar with the just a card campaign you’ll have heard that every time someone supports an independent business the owner does a happy dance. I imagine that when the last copies of Wibbell Plus Plus and Kitty Cataclysm were posted that Bez of Stuff By Bez did at least one happy dance. If you’ve ever received a package from Bez you’ll know that it’s a thing of joy and if you haven’t, what are you waiting for? Treat yourself.
My most recent parcel arrived in a trademark envelope festooned with fabulous red drawings, a little comic and a cat which I have enjoyed colouring in. It is now on the wall in my study reminding me to take it easy sometimes.
But it’s not just about the packaging. Inside there was a copy of Kitty Cataclysm and a copy of Wibbell Plus Plus – two small box card games which both offer something unique. In fact Wibbell Plus Plus is a whole system of games while Kitty Cataclysm is a punny chaotic cat game!
 
Kitty Cataclysm
 
Plays: 2-5
Age: 10+
Duration: 2-10 minutes.
 
In Kitty Cataclysm players compete for meowney. In fact, the game is littered with cat puns. I’m here all week…The game ends when a player is ready to start their turn but has no cards in their paws. At that point you count up your meowney and determine who is the fattest cat.
 
It’s fast paced and fun. Each card has clear instructions which makes the game quick and easy to access. When you play the card into your kitty you simply do whatever the card says. You can make others get rid of cards, lose cards deliberately yourself, steal cards, donate cards, give cards away, draw extra and various combinations of those actions. So you can prolong the game and try to amass more meowney or you can try to end the game if you think you are ahead. You can look through your own kitty but you can’t touch anyone else’s. So this decision is always a bit risky plus you might try to end the game while someone else is hell bent on prolonging it! I like that element of it.
 
I also really like the sudden ending. There is no playing on until you get a winner. Everyone plays then everyone stops. No-one is aimlessly twiddling their thumbs waiting for it to be over. For me that’s a winning mechanic.
 
The inventive puns are paired with fabulous drawings. The cats’ facial expressions are brilliant – accurately encapsulating all cat emotions from irritation, through slyness to smugness. I think that’s all of them isn’t it?
 
Quick to learn, fun and portable. It’s a perfect addition to your bag. As always if you fancy trying before you buy you can play it at any Cards or Die event.
Wibbell Plus Plus
 
Plays: 1+
Age: 8+
Duration: 5 to 45 minutes
Wibbell Plus Plus isn’t a game – it’s a whole games system. To date there are more than 20 brilliant and diverse games listed on the website that you play with these cards. The games are in different stages of completeness – some are established core games (the instructions for 6 core games come in the box) others are more experimental. The whole purpose of the games system is to encourage this experimental approach. Every 1st August Bez will announce a new featured ‘core’ game. We, the players, are encouraged to submit game ideas in whatever stage they are at.
 
The existing games are fun and varied. Grabell is a fast paced pattern or letter matching game which requires no spelling or word based ability. Faybell is a storytelling game where you work together to craft a tale, using the cards to determine elements you should include. Helpfully the instructions come with a list of useful words for awkward letters. Phrasell is a game which uses the cards as prompts for phrases about a predetermined topic – this can be as silly as you want and often is! Coupell requires you to make words with the cards, swapping them around to make sure that everyone’s scores are perfectly balanced by the end. In Wibbell players compete to be the first to shout out a word which uses all the required cards, the more you win, the more cards you have to include.
 
One of my favourites from the many games listed on the website is Many a Mickel Makes a Muckel. The rules for this solo game are not included in the box. You are trying to create high scoring words by trying to place each new card you turn over in one of the three words you are working on. Discarded cards count as negatives and reduce your overall score. The card list included in the box and the numbers on the cards which indicate how many of that letter are in the deck are invaluable aids in this game.
 
By far the most exciting element of this games system is the organic element of it. One of the things which I think gaming allows is for adults to access that free and creative part of them which is so often locked away sometime during adolescence when we begin to feel we should pursue ‘worthwhile’, ‘serious’ things in our free time. Here is a box of beautifully lettered cards with a gorgeous finish -you can play existing games or you can just play around with them. You have not only permission but in fact an invitation to play without rules and make your own up. The creation of games is intrinsically playful. When children open games they just play with a joyful disregard for rules. Someone recently told me that her children used to love Carcassonne – they just made pictures with the tiles and played with the meeples. As adults it’s hard not to intervene – ‘you’re doing that wrong’ ‘it’s not meant to be used like that’. It’s a game. They are playing with it. That’s it’s use right there.
 
One of the great things about the retro games in my collection is that it takes you back to a time when you just enjoyed stuff, when the floor really was lava and you had to negotiate the living room without touching it. As we get older we get caught up in doing things the right way, in getting it right, in following the rules. Wibbell plus plus is so exciting because it offers a route straight back to limitless play and experimentation. Use the cards as a springboard for your own freedom and creativity. So play the games, get creative or just spell out your name… you know… whichever!
 
Try out some of Bez’s games at one of Cards or Die’s events.
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Bears and Bees, Covering your Assets and Skull King.

Grandpa Beck’s card games have a homely family feel to them from the text, to the illustrations to the games themselves. They have a statement on their instructions which resonates loudly with me:
‘Your stories about enjoying time together as a family while playing our games motivate us to continue to produce fun & exciting products that will bring you and those you love, together.’
This encapsulates what makes Cards or Die tick. I know I keep banging on about it, but games are not just for children; children do not have a monopoly on fun. Sometimes as adults we get caught up in the daily grind of life, forgetting that we are allowed to play, to escape, to immerse ourselves in silliness or fantasy. Family for me is a wide circle comprising actual birthright family, Morris family, board gaming family and various others who I’ve adopted or who’ve adopted me along the way. Play is such a valuable way of connecting with people of all ages and all your families – however wide you draw your circle; escaping the drudge and pressures of adult life. Whether you haven’t played games for years or you play all the time, these three family classics are an excellent starting place.
 
After all this fluffy, hippy niceness it bears mentioning that all three of these games have a strong ‘be a dick to others’ element. Which just goes to show you should never, no matter what they say or do, turn your back on your family. They will take you down. Remorselessly.
 
The Bears and The Bees.
2-5 players
8+
30mins
When you get three new games it can be hard to choose which one to open first but as I had a Winnie The Pooh themed event that week it was an easy decision: The Bears and The Bees of course. The photos below are from the first week – we played it at home, we played it in the pub, we played it in the theatre, we played it in a cafe… we do so like Bears and Bees.
It’s beautiful and stylish with pretty colours and flowers, a cute looking bear cub and buzzy bees. But don’t be fooled – those bears have teeth and the bees will sting you.
All you have to do is get rid of all your cards by matching colours on the hexes. Match more sides to win bonus plays which help you get rid of all your cards. Play flowers and bees to make other people pick cards up.
We played it at our board games and dinner event at Mrs Smith’s Cafe, Harrogate. It started off gently enough as the family took turns encircling the Queen Bee with honey and bright hues. Then the siblings started attacking each other with bees, forcing each other to pick up more and more cards. Meanwhile, Mum made the most of this – dividing and conquering, almost securing victory. But at the last moment sibling loyalty won out, destroying Mum in a concerted effort.
 
There’s a lesson somewhere in here but as I look at my adoring and adorable offspring, I decide that the lesson is – aren’t siblings lovely. Yeah. Let’s go with that.
 
Cover Your A$$ets.
4-6 players
7+
30 mins
Cover Your A$$ets is a fast paced is a fast paced, card collecting, card stealing game. There are no alliances to be forged here – each player is trying to collect and hang on to the most rich stuff. I like games like this – unpredictable and different every time. Sometimes you might win by playing a strategic wild card (worth $25 or $50 thousand) plus a load of low value cards. Other times you need to burn that stamp collection and save the jewels.
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You can only ever steal the top set of someone’s cards by playing a copy of the card you want to steal. They can block your steal by playing a further copy of that card. All of these are then added to the stack increasing its value. So even failed steals increase the value of your assets. You watch the pile of loot grow, clutching your matching card only to watch the stash covered before it gets to your turn. Do you trash that card and go for something else? Or, do you hope that someone else steals the top treasure letting you have another go?
 
It’s dynamic, fast paced and ever changing with lots of capacity to be a complete dick to various members of your family.
 
King of the cut throats however, is Skull King…
 
Skull King.
2-6 players
8+
30mins
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A little more complex to master than the other two, it is a game of trick taking and betting. The game lasts 10 rounds gradually building in difficulty which is a neat feature making it very accessible. You look at your cards and then bet on how many tricks you believe you can take. You win tricks by playing a higher value card of the same suit on top of the previous players’ card. There are also cards which act as trumps, overpowering other suits as well as Escape Cards which allow you to deliberately lose the trick. Remember you are balancing winning tricks with making accurate predictions so this card can be very valuable.
It comes with a score sheet which is set out in a really helpful way allowing you to easily keep track of bids and scoring. This also helps you to learn the game.
As the rounds progress, you get a bigger and bigger hand making accurate prediction increasingly difficult. It also comes with an expansion pack. We’re still getting to grips with the base game but it’s great to know that once we’re used to the cards we can throw in some mermaids and a Kraken. The loot cards in particular add an interesting extra layer as they allow for alliances.
It is a fun game with two but it’s even more fun with six. Literally the more, the funner. It’s definitely more of a thinky game than Cover Your A$$ets but faster play than The Bears and The Bees.
My advice? Play all three, then you’ve covered everything!
If you want to try them out, join us at one of our events – subscribe to the newsletter using the link below to make sure you don’t miss out.
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Hanging out at The Old Hellfire Club

The Old Hellfire Club
Plays: 2-6
Time: 45- 60mins
Age: 14+
Created by Jamie Frew
What did you do this weekend? I hung out at the Old Hellfire Club with some old braggarts I know. We quaffed gin and they tried to impress me with their tales of derring do. They’re a bunch of penniless reprobates who aren’t to be trusted, constantly interrupting one another with increasingly implausible claims. Honestly, nothing much impresses me anymore… not since that time I cheated death and still made it home in time for tea…
 
So begins the Old Hellfire Club. A card game with a fun, original twist. Players assume the character of a penniless Victorian sot making outrageous claims using the cards in their hand. When you strip it back the mechanic is simple: –
  • play cards of the same suit as an opponent but with a lower value to prevent them from scoring bonuses
  • play cards valued 7 or more to score bonus pennies if, that is no-one challenges you
  • you can also play patrons to get bonuses or force others to discard cards
  • collect or steal benefactors if you play the highest value of a suit
  • collect the most cards of a suit to be awarded further bonuses
  • The player with the most pennies wins.
But enough about mechanics, top up your gin and draw closer. I intend to tell you about the time I cheated death but still got back in time for tea. I had been suffering from l’ennui for some time so decided to treat myself to some new clothing to lift my spirits. Alas it turned out that the clothing I had purchased was both flammable and poisonous – a near miss with a gas lamp had left me singed and vengeful. I had acquired my dapper suit from non other than David Livingstone – lately back from a sojourn abroad (he did tell me where he’d been but I forget now – he does prattle at length). I resolved to seek my revenge so I took the seditious writings Karl Marx had lent to me and I planted them in Livingstone’s offices along with the near fatal outfit, put in an anonymous call to the metropolitan scuffers and streaked home in time for tea.
Even if you are not a fan of acting or story telling this is still a great game where you can employ strategies and tactics to outwit your opponents. However, I would urge you to give the story telling a try. Assuming characters and telling stories as good as these is a joy – the prompts are all there on the cards to help you. And if you’re looking for inspiration you can play along @oldhellfire over on the Twitter.
One of the things that first drew me to the game was the creator’s twitter feed. I have backed games with entertaining descriptions and well crafted pitches before and been let down by a lack of flavour text so I was so pleased when the cards and rules surpassed my expectations. The game is saturated in its theme and that is both the beauty and genius of it. If your motive is whimsy for instance you are ‘driven by playfulness, fancy or foolish caprice. Like a cat to geography.’
 
The artwork on the game is fabulous too. A mixture of chocolate box art and period paintings that match the theme perfectly. Often belying the text underneath they add to the humour of the game. Flammable clothing for instance shows children warming themselves by the fire, a wholesome scene if you ignore the text!
 
The patrons are a fair mix of males and females – all suitably austere portraits. Apart from one of the women who looks quite playful – it must be the massive hat she is wearing that has put her in such a mood! With the notable exception of Mary Seacole I was disappointed that there are no people of colour represented on the cards. I am always a fan of diversity in games even if it is at the cost of historical accuracy.
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The game comes to Kickstarter on the 9th April. One of the stretch goals will be metal coins to keep count of your victorious brags and early backers will receive a monocle. They have also worked closely with Meeple Like Us to create an accessible deck which is really good to see.
 
The combinations of perils, motives, crimes, places, weapons, people and objects are endlessly entertaining and varied. Added to that the suggested list of 21 possible story threads and the varying order in which cards will be played and you have hours of entertainment here in this one little pack of cards. There are no limits to the tales you can weave and embellish. Pop this velveteen pouch of delights in your bag, set your imagination free and prove yourself the most daring member of this infamous club.
In the meantime come and see us at one of out events and you can try it out.
Check out their Twitter or Facebook
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Get Billy The Kid – first impressions

Plays 4-8
At 4 players it comprises 3 lawmen and Billy The Kid, at 5 you add Martha Garcia – Billy’s accomplice).
Time 20-30 minutes
Age 9+
 
Get Billy The Kid – affectionately known as ‘The Kid’ finally made it to our table on Friday (…and Saturday… and Sunday). It’s a print and play version and although I finally got round to investing in some decent cardboard I know that the actual game will be much shinier and lovelier. But these pictures will give you a flavour of the game.
 
The Kid comes from Caper Games – the makers of Get Adler, Vertium and Shooterz. It uses the same game mechanic as Get Adler so if you enjoy that then you will love this too. To be fair if you own Get Adler you probably only need to read to the end of the next sentence. It has real life cowboys and there’s a shootout!
 
The Kid is divided into two parts. In part one you must try to sniff out the kid and his outlaws using your powers of deduction. To help you do this you can peek at people’s cards, ask questions and of course closely observe as the terrible liars in your group give themselves away. This is where that course I did on spotting shoplifters comes into its own. That stint working on bed linens at Debenhams has proved very useful over the years – what with my extensive knowledge of duvet tog ratings and the ability to spot shifty individuals. Anyway… I digress
 
Once the first three rounds are over you may begin attempting to unveil and arrest the outlaws. But beware – a wrong accusation will freeze you and your fellow lawman out for a round letting the outlaws gain valuable ground. Once the identities are revealed the pace of the game changes significantly. While the previous rounds required reflection and consideration; the rounds now are all about high speed chases and shoot outs. To win, the outlaw(s) must evade capture over 7 rounds or shoot their pursuers. They must also be in possession of a bag of gold at the end of the game – otherwise all their hard work is meaningless.
The first part has a Guess Who feel but with the added complication that the outlaws may lie. So, more like playing Guess Who with your short sighted slightly deaf Grandma, except in this case if you accuse her of lying she may draw a pistol and shoot you dead.
‘Talk low, talk slow and don’t say too much’ John Wayne
You have seven cards in your hand and you are trying to curate a hand that best aids your character. As in all the best games, it’s all about balance. A lawman with too many arrest cards won’t have enough gun cards to survive a shootout but lose all your arrest cards and you may have to watch the outlaws ride out of town with the gold.
 
Although the outlaws are together and the lawmen form a team against them you may not confer or discuss strategy. For instance the kid and Martha pass cards to one another which can strengthen each others’ hands or simply be used as a mechanism to suggest which cards you have. Plus you can still look at others’ hands using the rifle card and whereas before you used that to see who your enemies were, you can use it now to see what cards your allies have. Lawmen are on their own in a shoot out but if the kid tries to escape any of the lawmen with a matching card can give chase, bravely mounting a donkey and pursuing the kid into the mountains. So the no speaking rule adds to the tactics and strategy in more imaginative ways than simply ganging up on each other.
 
The outlaws are always outnumbered but cards like the disguise and TNT re-balance things. The disguise allows outlaws to escape unpursued on that occasion and the TNT which leaves the lawmen frozen out for a round while the ringing in their ears stops.
After identities are revealed there is also the opportunity to buy additional cards – more arrest cards for the lawmen and guns or escape cards for the outlaws.
As a historical game there is a higher number of male characters which is a shame but they have added Martha Garcia to redress the balance somewhat. While there are plenty of female outlaws the lawmen at that time were just that – men. They have used second person in the rule book and while that should not be remarkable, I think it is worth noting and I’m always pleased to see it.
 
‘It appears my hypocrisy knows no bounds.’ Doc Holliday
One of the nice details is that the outlaws can try to entice Doc Holliday onto their side by using gold cards as bribes. Upon joining the outlaws Doc can discard these cards drawing up more useful cards like guns or escape cards or he can remain true to the law and help bring those felons down. A little light research into Doc Holliday reveals that this behaviour is entirely in character which is brilliant! Extra historical kudos points to Caper Games.
 
There’s now also a two player variant – High Noon Shootout- included in the game which I am eager to try. As you know despite living with 4 other people, getting 5 of us to the table at once is a challenge so the 2 player game will be very useful.
 
Raised on ‘cowies’ as my Dad called the Westerns – one of my favourite films is Butch Cassidy and The Sundance Kid – the theme of this game is right up my street. The two part structure means it is a lot more than just a hidden role or deduction game. And on top of all that, the artwork is lovely – particularly the character cards. I can’t wait to play and share my pictures of the final version. If you remember Young Guns you’ll remember the repeated assertion that Billy the Kid ‘ain’t all there, is he?’ I can assure you that this version of the kid is definitely ‘all there’.
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Eeeek It’s nearly time for Airecon.

Last year was my first Airecon. Airecon is an analog gaming convention which takes place in Harrogate next weekend (8,9 &10 March). We had a fab time playing loads of games from the library and we also learnt how to play Quirk!, Azul, Sagrada and had a game of giant Tsuro. I also treated myself to some new games. I’m looking forward to more of the same this year…
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1. The Pre Airecon Warm Up!
I’m really excited to be working with Bez at Airecon this year – I’ll be demoing and teaching Wibbell++. We’re starting early though with a pre Airecon warm up night at The Abbey Inn, Bramley – which will include some Wibbell++ tournaments and maybe even some Yogi. It’s particularly special to me as it marks two years since my launch event at The Abbey so it would be great to see lots of you there. I’ve come a long way in two years. I have moved the business from a potentially crazy idea to an actual business. I know I keep banging on about it but I’m delighted to have been nominated for Best Independent Business in the Yorkshire Choice awards, I’ve been in the Yorkshire Evening Post and I’m going to be on BBC Radio Leeds on the 18th from 2 till 3pm with Liz Greene. When I held the launch party I genuinely had no idea whether the business would work or not I was just going to give it a shot. And two years on Cards or Die is moving from strength to strength. So join us and celebrate. We’ll have some prizes and you can get your gaming brains ready for Airecon!
2. New Games
When I say new games I mean of course that I will be scouring every inch of the bring and buy as well as maybe treating myself to a ‘new new’ game. Last year I came away with Spy Ring which is an absolute classic, Orcs Orcs Orcs and Resistance which are great games too. Handily Mother’s Day falls at the end of March so my super organised children also bought me games – my favourite of which was Honshu. So kids – this is your annual reminder: Mother’s Day is coming – buy some games. On a completely unrelated note I still don’t have a copy of this….. just saying…
3. Team Trevor
Some time ago I got myself added to a list on the internet. Don’t worry – it’s a good list. Janice off of Wren Games created a list of people who engaged in conversations and gave feedback on games related chat and then suggested we should name the list. @BSoMT suggested Trevor and a monster was born -the kind of monster that you have a lot of affection for.
@EarthtoGames described us as ‘a group of like minded twitterers within the board game community with hearts of pure gold and helpful minds to match’. The group constantly expands – anyone can join the group and the chat just use #teamtrevor and add to the nonsense/ high quality gaming ideas.
Many of Team Trevor will be at Airecon and I can not wait to meet them in real life. I have been active on Twitter for two years and many of these people regularly support me and the business so I am very excited about meeting them. I am also slightly nervous that they will realise I’m an idiot but I feel like if you’ve followed me on twitter for two years and haven’t figured that out then that’s your own problem.
4. Open Gaming
The greatest thing about Airecon for me is the amount of open gaming space. As I have said many times before board gaming for me is all about getting together with people – connecting with people. I hope to be spending some time with my family playing new games and having fun together and I know that while I’m working that’s what they’ll be doing (as well as the obligatory bickering about rules). Travelling Man is providing the games library this year so there’s going to be an epic selection of games again.
Airecon is going to be awesome. I can not wait!
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War Time Gaming.

Every day over half term (16-24th February) Cards or Die will be joining the Royal Armouries Leeds in their War Games exhibition. I’m choosing a selection of war themed games and war time games from our collection for you to play or just have a look at. There will be loads of activities on throughout the week – you can see weaponry commonly found in video games, take part in historical and sci-fi scale model gaming, take part in a cyber mission and see war gaming demos.
Here are some of the games Cards or Die will be bringing along:
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Blow Football
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Kan-U-Go
Lexicon
Pit
Playing Cards
Playing cards have been around for centuries and were certainly in both sets of trenches, on all sides of the wars, in homes and in kit bags. By carrying a deck of cards you are carrying an endless selection of games: games of skill, strategy, bluff, luck, push your luck – all the key game mechanics are here. Many of those classic games are still played today – Rummy, Whist, Pontoon, Old Maid, Bridge, Cribbage … the list is endless. Even simple childhood games like snap and Happy Families or Go Fish provide the basis for some great modern card games. Dobble, Twin It, Anomia, Who Did It? all use Snap as their basic premise.
 
As well as providing a pastime in the trenches, cards provided opportunities for propoganda – the Germans produced decks which depicted German heroes or caricatures of the enemy. Decks of cards were also used to educate – some decks were used to teach basic French vocabulary, while others showed the colours of the allies to help with recognition. Of course just as we do now, people would come together over the games – sharing their experiences and memories, teaching their favourites from home. At a time of shortages cards were the perfect game – cheap to produce and most households would have a couple of old packs of cards they could hand down to bored children.
 
Word Games
Word Games like Lexicon from 1932 and Kan-U-Go also from the 1930s remained popular for years. I remember Kan-U-Go from our caravan holidays as a child (and I’m not *that* old). Later this penchant for word games led to the development of scrabble.
Family board games.
  • Snakes and Ladders actually dates back to the late 1800s and has always been loved by children. I don’t still have my childhood copy but I do have the wooden shaker that came with it; I still like the sound and feel of it. A simple game that doesn’t take too long and I remember really loving the pictures on mine. Now I have a lovely cloth bag version from M&S. Side note I did a Women’s Institute booking and one of the ladies said it was her favourite game – I expressed surprise and she explained that every time you go down a snake you drink a gin! We won’t be playing this version at The Royal Armouries but I thought I’d share the suggestion!
  • Sorry 1929 – like so many traditional family games this is sure to end in tears. It is very similar in principle to Frustration, Headache, Ludo and its German sibling ‘Mensch ärgere dich nicht’ which literally translates as ‘don’t get angry, mate’. You move around the board landing on people and sending them back to their original base to start again.
  • Cluedo and Monopoly from the 1940s have remained international family favourites and have been treated to many specialised editions. I’ve even seen a Big Bang Theory Cluedo. Many people start with these classics and then move on to bigger and (many would argue better) board games. Monopoly had a very special role in the second world war as Waddingtons manufactured editions with maps, real money and fake documents to be sent to prisoners of war. While I will still happily play Cluedo, I’m not so keen on Monopoly. You can read my further thoughts on that here.
Uckers
A friend whose brother was in the Navy told me about this one. The rules can vary depending on who you ask -so before you settle down to a game it’s always best to check which house rules you’ll be adopting. Based on Ludo it can be played on a Ludo board but an Uckers board is actually a mirror image. Often Ludo boards were used or hand made boards.
 
Just as in Ludo you must get all four pieces home before your opponents, if you land on an opponent they are ‘ucked off’ back to the starting point. Once you reach home referred to as ‘the tube’ or ‘pipe’ your pieces are usually safe (although some versions have rules allowing ‘suckback’ or ‘blowback’). Rules vary on whether you need to roll the exact number required to get home.
 
If your dice goes off the board three times (a ‘bum’ roll) it is declared “off the IPS” (International Playing Surface), you incur a punishment such as losing a turn. Rolls that knock other people’s counters out of place are also considered ‘bum’ or ‘cocky’ rolls and incur penalties.
 
To start moving round the board you must roll a 6 and place a piece on to the ‘doorstep’ (the first space). A roll of snake eyes triggers ‘out all bits’ which means all of your pieces, and in some versions your opponents too, come out on to your doorstep. Each dice may be used to move a different piece or you use the sum of the dice to move one piece.
 
Landing on your own piece creates a blob (like a barrier in Frustration or Headache) which prevents opponents from passing but your own pieces can move past. Blobs can be destroyed by landing on them with another blob or ‘sixed’ by rolling a 6 plus the number of pieces making up the blob. Destroyed blobs are sent back to the start. In a two player game, where players have two colours you may end up with a ‘mixi blob’ of two of your own colours – this works as a barrier but can be sent back by landing on it with a single piece. Blobs may be moved around the board but you need to roll doubles.
 
People who argue over the rules are encouraged to check the underside of the board where the rules are said to be recorded. In fact all they will find are the names of previous sore losers who have ‘upboarded’ either deliberately or in a fit of pique thereby forfeiting the game.
 
These are just the basic rules but there are advanced adaptations too. I don’t have an actual Uckers board but I’ll have the Ludo board so feel free to have a go at Uckers on it!
 
We’ll also bring a selection of War Themed Games from Battleships to Homelands.
What will you play first?
References
 
Read more here – World War 1 Remembered
 
Play these and other awesome games at a Cards or Die event.