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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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Diesel Demolition Derby

Awesome artwork and Alliteration – if only it had puns I could end my search for the perfect game.
Diesel Demolition takes about 30 minutes to play and is quick to learn. It says suitable for ages 14 and up but really it is a straightforward mechanic; 8 or 9 year olds would manage it. 2 to 6 people can play and as it true of so many games – the more the merrier – or the more the more deaths (which is essentially the same thing. Isn’t it?)
 
Game Play
Diego is keen to just get playing, she’s a busy cat, she doesn’t have time for complex rule books.
  • Each turn you choose a combatant from your hand.
  • Everyone places their chosen combatant face down in front of you.
  • All reveal combatants simultaneously.
  • Resolve the effects on the cards (starting with the instant/ lightening effects of the highest points value). This can result in your card being discarded or neutralised. This means that every time you play a card you are taking a calculated risk.
  • Then, you pass your remaining hand to the left and you repeat.
  • The person with the most powerful line-up of combatants* triumphs in the Derby
*One thing we have learnt from this game is that the word combatant is the sort of word that once you’ve said combatant too many times it feels like you are saying combatant wrong. Just putting it out there so that you can share that weird feeling!
 
Although I find this mechanic challenging – I’ve got enough on trying to remember what my plan is when my cards are in front of me, nevermind trying to calculate what everyone else is likely to do and which cards I’ll get back- I really enjoy this game. Challenge is good for your brain and I feel like I’m definitely getting better at it each time I play. If only my son wasn’t also honing his tactics, victory would be in sight by now.

Arenas

They recommend that you have a run through without Arenas first and we have done that when introducing people to the game. It’s always good to have an element that you can play with or without – it lends the game variety and allows you to differentiate according to who’s playing or what mood you are in. Some Arenas resolve at the end of a Derby and others have a continuous effect throughout. We haven’t played all of them yet but I’m loving the extra layer of strategy that they add. (As well as the gothic images of course!).
 
Plays 2 to 6
I have played this as a two player games lots of times, and it’s good fun. But with 5 or 6 players cards like the Champion come into play. The Champion allows you to win the Derby by having the most or the fewest cards deployed (instead of most powerful line-up)… it completely changes your tactics and received a mixed response in our group. We were evenly divided between thinking it was a terrible or genius idea. (It wasn’t just the person who won by using it who thought it was genius – just to be clear.)
Playing with more cards and more players allows you to play valuable combinations of cards; your machines can work together to destroy your opponents. It also means you can’t just remember what cards are in each hand. Most games are better with more people in my experience, just because it’s a more sociable experience. But the full range of this particular game is best experienced by playing with 5 or 6.
In addition the cards are very clearly labelled so sifting out the cards for 4+ or 5+ players is a quick, easy job. This is a quick access game on all levels and I like that. A lot.
Components
It comes with cog parts for scoring – gain 3 parts and complete your cog to win. The parts are nice, chunky cardboard and give a nice, tactile element to the game. I got the upgraded kickstarter cogs which are lovely steam-punk pieces and well worth paying a bit extra. One of the things that attracts people to games is the tactile nature of them. When I put games out at events, it is the ones with ‘nice pieces’ that people gravitate towards and these scoring pieces are an attractive addition.
As with so many of my favourites it comes with a crib card – reminding you of the rules and numbers of each type of card in play – handy for tactical decisions. Unless your tactic is ‘keep playing Battlemeks and hope for the best!’
 
The cards feel durable and I like the size of the arena cards. Text and symbols on the cards are reasonably sized – although I feel like text can always go a bit bigger! Machine types are also differentiated by colour and when playing in a dimly lit bar there’s the usual is it red/ orange difficulty but as they are also labelled this is no big thing. Also you could argue that I could a. put my glasses on or b. not play games in dingy bars. Both, frankly unrealistic pieces of advice. The illustrations and symbols are all in keeping with the futuristic feel of the game. A future where I don’t need glasses and all bars have sensible lighting and decent sized tables hopefully.
 
One game of this is never enough. All in all, it’s a quick, vicious game – perfect for eliminating *ahem entertaining* your friends and loved ones.
 
Ludi Creations have also brought ‘…and then we held hands’ and ‘Mythe’ to the table so it is well worth checking them out.
 
Have a play of this and others 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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Games for Schools: trick kids into learning vital skills through board gaming.

This week’s blog responds to questions from teachers and behavioural support workers who provide a safe space in secondary schools at breaks and lunchtimes for vulnerable youngsters. The answer to whether you should have games and which games you should buy is a relevant one in all learning environments. Games are an excellent way of enabling young people to connect: games have a clear and certain set of rules; there is a focus to your interaction which removes the need for having to ‘do chatting’ and in addition winning and losing are both valuable. Winning and losing are opportunities to teach pupils socially acceptable behaviour, where we are able to demonstrate how to be a gracious winner and how to be resilient when we lose. Failure is vital in learning and games allow us to lose in an environment where pupils are safe to take risks. Losing is often how we learn; we learn not to do ‘that’ again and we learn that losing isn’t the terrible disaster we thought it would be. I have played strategy games with adults and children where the response to losing is an instant ‘Right, I know what I’m doing now. Can we play again?’ Games let us experiment with losing when the stakes are low.
 
When you’re trying to wangle money out of the high ups for some games you can quote Dweck of course:
“Did I win? Did I lose? Those are the wrong questions. The correct question is: Did I make my best effort?” If so, he says, “You may be outscored but you will never lose.” ― Carol S. Dweck, Mindset: The New Psychology of Success
 
or, as I prefer – Michael Jordan:
I have selected a variety of games which reinforce elements of the curriculum and helpfully explicitly linked a valid Learning Outcome so when they say ‘We can’t afford that’, not only can you quote Dweck, you can point to the Learning Outcome and say “See! It’s Educational and Cross Curricular” (they love that!)
 
Zombie Dice
Zombie Dice is an exercise in probability but kids don’t need to think about that. They just need to be a Zombie and eat as many brains as possible before they are shot. This is quick to learn and quick to play. Roll the dice to determine your fate, score brains, get shot or watch your victim make a run for it. Each turn you roll three dice. You can stop at any time and log your score but if you get shot 3 times you lose any brains you scored that turn.
 
The dice are weighted to allow you to calculate your risk. Red dice mean you are more likely to be shot, green you are more likely to feast on brains and yellow could go either way. So as they draw the dice you can encourage them to think about how likely it is they’ll have their head shot off!
The standard game is about £12.99 and any number can play.
Learning Outcome: Pupils are learning to work out probability and also to take calculated risks.
 
Escape from the Curse of The Temple
Escape from The Curse of The Temple is one of our favourites. It’s a co-operative game so, one dies, you all die! You roll the dice to enable you to lay more tiles and find the exit. There are gems to be collected so that you will be able to escape. If you roll black masks your dice will ‘lock’, this means you can’t reroll them until you’ve rolled enough yellow masks or until a teammate rolls them for you. It only lasts 10 minutes so the team work is intense and usually involves a lot of shouting. A CD soundtrack adds to the intensity or, you can play with a timer. It is without fail the game that people want to play again if they lose.
Once you have mastered the basic game there is an expansion pack included with curses that add challenges: you are not allowed to speak; you play with one hand on your head; if your dice goes off the table you’ve lost it! So although it’s a more expensive game (around £37.50) it’s a good investment. It reinforces the idea of learning from failure and also that sometimes it’s fun even when we fail! Up to 5 people can play and it can be played solo so that you are just competing against the game.
Here we are shouting at each other and swearing a bit – we’d had wine which is unavailable at most school break times!
Learning Outcome: Pupils are learning to listen in a busy atmosphere, they make quick decisions and work as a team to achieve a shared outcome.
Fluxx
People have mixed reactions to Fluxx. The title of the game says it all. It is in a constant state of fluxx – each turn you play cards which can change how many cards you pick up; how many cards you play on a turn and even what you need to do to win. I have the Zombie version (are you noticing a theme?!) but there is a basic version too. I have played it with a teenager with Aspergers and I expected that he would hate it but in fact he thought it was funny that the rules were so chaotic and I think it’s been good for him to experiment with rapid change. One minute you’ve got your strategy all sorted, you are definitely going to win on your next turn. Then BAM! rule change, goal change and you’ve lost!
 
It is quick to learn and you can have any number of people playing. Because losing and winning in this game is so arbitrary it actually makes the game more fun, there is no pressure at all to create a complex, intelligent strategy. There is an element of strategy but that must be constantly adapted which is it’s own challenge.
It costs around £10 and needs 2 or more players.
Learning Outcome: Pupils are learning to constantly adapt to changes and amend their plans accordingly.
 
 
Exploding Kittens
Exploding Kittens is a relatively quick game for up to 5 players. The aim of the game is to avoid picking up the Exploding Kitten card and instead try to make an opponent pick it up. The theme is one most people will engage with immediately; the illustrations on the cards are quirky and the text is good fun. Cards carry clear instructions so it is a fun, easy game to play. There is an element of strategy and choices to be considered when playing your cards. The rule that you play as many cards as you like on your go (before picking up a card to end your turn) means that you need to consider how cards work together to avoid the kitten or have it blow up in an opponent’s face!
 
Definitely a fun choice. It costs around £15.
Learning Outcome: Pupils will plan and adapt plans based on what others do. Reluctant readers will be encouraged to read the cards.
 
Great Shakespearean Deaths
Available from the RSC, this is basically Top Trumps but with fabulous illustrations by Chris Riddell (a game that can be used to engage reluctant readers, perhaps pointing them towards the Goth Girl novels). There is no strategy or skill involved just some straightforward weighing up of odds and in the style of Horrible Histories, homing in on the gruesome bits of Shakespeare to engage learners. Characters are rated on
  • speed of death
  • gore and brutality
  • fairness
  • piteousness
  • dramatic quality
  • last words
In particular piteousness and fairness could be used to provoke discussion and consideration of the audience’s response to characters as well as Shakespeare’s presentations of them. This could be used to lead pupils into a classic exam question ‘How does Shakespeare present …’
Learning Outcome: Pupils will be more familiar with Shakespearean characters and quotations.
 
Mr Jack
While it is easy to learn the basics of this and it is easily accessible, you can also enable pupils to employ a lot of strategy. When we first played we played in a very straightforward way and soon realised that there is a much deeper, more strategic level. Much of this lies in the object of the game and the cleverness of the asymmetry: one player — Mr Jack must avoid detection while the second player – The Inspector must discover Mr Jack’s assumed identity before time runs out. The Inspector moves the character tokens (Holmes, Watson and Toby the dog) around the edge of the board, looking down the alleys for Mr Jack. Meanwhile, Mr Jack must try to either block or maximise their view to stop the Inspector deducing Mr Jack’s identity. The game is well balanced; neither character has any advantage over the other. It is an excellent strategy game for two players with some links to English Literature; Holmes fans will approve of the use of Toby the dog.
Mr Jack costs about £12.99
 
Learning Outcome: Pupils can strategise and plan, changing their plans as they find out new information.
Tantrix
Another game with a very simple premise, allowing pupils to learn the game quickly, yet with endless strategic opportunities is Tantrix. As a bonus it is made from Bakelite and comes in a handy carrying pouch so is probably the most durable of all the games recommended here.
You choose a colour and then you must form the longest line or largest loop of that colour. There are some extra rules where you must fill certain spaces first and you can’t create 4 sided gaps but other than that, that’s it. The beauty of games like this is that your brain isn’t filled with rules you are instead absorbed by the challenge. It is another game that people want to play multiple times once they have grasped the objective.
Plays up to 4 and there are also solo variations and puzzles that you can play. It costs about £20.
Learning Outcome: Pupils will consider patterns and strategy; taking time to consider their strategy and making predictions about the strategy of others.
There are so many good games out there that can be used effectively in schools (and workplaces) to aid learning and the development of teamwork, this is just a selection to get you started. Even Plato agrees, and he knew loads about stuff:
“Do not keep children to their studies by compulsion but by play.” -Plato
Let me know what games are a success at your school.
If you want to find out more about board gaming in schools email me to arrange a visit.
Come along and play these fab games at a Cards or Die event.
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Which one of us can be said to be truly to blame? Well, it’s not me.

In fact it all depends on who you ask: May blames Corbyn; Corbyn blames the Tories; Trump blames Obama, or members of staff he sacked, or a book, or just a straw he’s clutching with his tiny baby hands. He also denies climate change, being racist and being secretly fat. And it’s not just people who are in the blame and denial game: rats deny they were to blame for the plague; a horse called Hashtags blames his rider for their defeat in a recent competition and the whole of Australia denies that it’s their fault the UK has flu. Denial and blame are endemic and it has been ever thus. In medieval times however, if you cast about blame in a random and unconvincing manner it might cost you your head.
 
The Game of Blame is a card game all about shirking your duty: the perfect gift for the politician or rat in your life. It is published by Warm Acre and was written and designed by Richard Wolfrik Galland (of Sabrewolf games).
The aim of the game is to avoid the Queen’s wrath by making sure other players get left with the issues that you were appointed to deal with but spectacularly avoided. Fail and you will be executed or (worse still according to some guy called ‘Romeo’)… banished.
Each player is assigned a role, each with its own special ability. So, you become one of these:
…but your role changes faster than the Trump administration so you’ll need to be on your toes.
 
Next, draw up issue cards – such as: backfiring battlewands, mutiny, plague and another holy war.
On your turn you can bury issues or add them to the blame pile. If you are forced to take the blame pile and you are the player whose role appears on the most cards, you can run no longer and must accept the blame. The game ends when the draw pile is empty at which point the cards in your hand that are labelled as your responsibility, along with any Treason cards you haven’t offloaded, (these count for a hefty 6 points) are added up and the highest scoring hand loses.
These are the basics – you can check out the full rules here.
 
By far my favourite thing about this game is how well written it is. The cards are sepia toned with medieval font which unfortunately makes them tricky to read but it is worth persevering. By contrast the summary cards, character cards and Treason cards use a much darker font and are easy to read. I would definitely like to see a darker font on the issue cards in future runs. The text is entertaining and well crafted. Here are a few of my favourite issues (to blame my erstwhile friends for- all’s fair in love, war, politics and taxes!)
On your turn you play up to 3 cards. The number of cards you play dictates what happens next. There’s a turn summary card (I love those).
As a quick fun game this works really well but we have done a bit of adaptation. It says the game takes 30 minutes which is long enough but we were finding it often takes longer. Rounds will pass where the draw pile does not diminish. We have been experimenting with drawing a card each turn and for a really speedy round, taking the blame pile out rather than adding it to your hand. We have yet to finalise our house rules around this but we are enjoying playing around with it. The game has so much potential and we love it enough to fiddle about with the rules a bit – quite a compliment from us!
 
Do you have games where you have adapted or created house rules? Which ones and why?
I’d be interested to read about your experiences of adapting games, so comment below!
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Push Your Luck Games – warning: mild peril.

Push your luck games are the marmite of tabletop. Often involving little or no strategy, instead they rely on risk calculation and a large helping of luck. You can calculate that the odds of being shot in the head are low and then… boom… no head! I know. I’ve been there. Frequently. I guess that’s the other marmite element; I lose my head and then just have another game. It is high speed risk taking with the consequences removed. In these games I assume an air of confident optimism (sadly lacking from other areas of my life) usually resulting in my sudden demise and perhaps reinforcing the theory that in real life everything that can go wrong, will go wrong.
 
Stun
‘Big Risks for High Rollers’. Yes! This encapsulates me: a high roller from the 70s.
 
I picked up Waddingtons’ Stun from the UK Expo bring and buy sale. It plays up to 6 which is always a bonus at events where often people like to play in larger groups.
 
You have to collect 5 chips to win. And there’s the rub. I’m already hooked because I believe I can win and easily too.
I’m realising now that this explains why I spend a proportion of every decent UK beach holiday with my nose pressed against a 2p machine that’s “just about to drop. I’ll stay here. Change this £1 for 2ps. GO!”
 
You turn over cards, stopping only when your nerve fails. Turn up a stun card and your turn “ENDS IMMEDIATELY” as it says in the rules. Verbatim. Shouty capitals and all.
There are also Stun Plus and Stun Minus cards with which to scupper your opposition, always an enjoyable aspect in a game.
 
Stop turning up cards in time, save them and trade them for a chip: slow and steady wins the race. But, where’s the fun in that? One more… go on… I dare you!
Mythe
by Ludi Creations. Plays 2 – 5. Age 6.
 
The most striking thing about this game is its beauty. When I saw Daniel Solis’ name on the box I was not surprised at all (Kodama and Koi Pond are also beautiful games). So beautiful was it that it took me a while to realise that it is at its root a push your luck game.
 
First, let’s take a moment to enjoy the board. I challenge you to open it without going ‘Ahhhhhhh’ in what you believe to be an angelic voice! It’s a pop up book of a board and it’s mini.
Then, we learn that our heroic mice must defeat the red dragon and recover the Sacred Golden Cheese. I was already completely sold on it by this point.
The clever bit in Mythe is that, rather than drawing up from a central pile, you draw cards from other players’ hands (one by one) stopping before you hit an obstacle card. When you finish your turn by advancing on your cheese quest or by fatally overestimating your mousely strength, you give cards away to other players.
 
So, you just give away all the good cards and then draw them back up next go? Right?
 
No. Because to defeat that pesky dragon before your cheese becomes fondue you need to hold a legacy item. Obviously. How else would a mouse defeat a dragon? Also, by the time your turn comes round the other player may have a very different hand.
Clever, eh? There’s more randomness than 52 card pick up, there’s second guessing what other people are up to and there’s peril little mouse, so much peril.
 
You will want to play this many, many times.
 
Zombie Dice
by Steve Jackson
 
Another game that accommodates many players, Zombie Dice is a quick fun game that is always a hit at events. You are a zombie, you must roll the dice to find out if you eat braaaaaiiiiins, get shot in the head or if your victim escapes.
 
Re-roll escaping victims or just keep rolling until you fear for your head. Three shots to the head and your head fully explodes.
But never fear, it will regrow in time for your next turn. It is a low scoring game and grasping that is the route to success.
 
The best part of this is that the dice are weighted to allow you to calculate your risk. Red dice mean you are more likely to be shot, green you are more likely to feast on brains and yellow could go either way.
Yahtzee
Yahtzee boasts that it is a game of skill, not reliant on luck. MB clearly understood that luck sells less than skill but if we’re honest surely being lucky is the only way to win this!
 
Classic Yahtzee and Yahtzee Word are the sort of games that sound like nothing when you describe them, but are super addictive to play. Roll the dice and collect points for words or sets of dice. Every round you must record a score – you can choose to record a zero for a category and try instead to get an ‘easier’ category. For instance, you may decide there’s no way you will roll 5 of a kind or get a 7 letter word but you may get a 3 letter word or 3 of a kind. So, you put a 0 next to 5 of a kind and go instead for 3 of a kind. It’s hard to capture the addictive nature of them – I think it’s the fact you are pushing your luck – deciding that rather than putting a zero for a low scoring category you will risk it and go for the big scores, which makes it so compelling. You have just as much chance of winning as your opponent. They can not outwit you or just be cleverer or better than you. But maybe these are just the words of someone who lost too many games as a child and is now being destroyed on a regular basis by a smart, ruthless 12 year old.
 
There are bonus points to be achieved if you score certain amounts or fill certain boxes which lend more importance to the decision making process. Yahtzee word does feel more reliant on skill than Classic Yahtzee as creating words under pressure is a challenging task, and the addition of the timer makes it more pressurised which is always more fun!
I love pushing my luck in these games. Weighing up your options and calculating your chances carefully is the way to boss all of these games. But, to get the most enjoyment out of them…. slowly, carefully, reveal the card or roll the dice, then shout at the cards and dice, shout at people who are winning or losing, and take big risks – after all you won’t really lose your head.
What’s your favourite type of game? Strategy? Luck? Something else?
Come along and play these at a Cards or Die event.
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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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Gobblin’ Goblins and the importance of biscuits.

I need to start this review by coming clean. People have understandable reservations about trusting the veracity of some reviews, especially when the reviewer got a free copy of the game. It is true, I did get a free copy but it’s worse than that. I won. I actually won. I even won the first game! All I can say is – bear that in mind as you read the review. My victory doesn’t invalidate the review but it may make it insufferably smug.
I’ve won all the badges!
 
This raises an interesting philosophical question which probably needs exploring in greater depth (lying on a couch maybe). Am I a naturally smug winner or if I won more often would I be less of a ** when I won?
** insert expletive of choice here.
Mmmm, scabs….
 
The first game was such a good first game with so much variety that at no point was the phrase ‘Who shuffled these?’ uttered. I think that’s a pretty good start.
 
Best Bits.
As we know by now, I’m all about the art and I love the art work on these cards. Not only are the Goblin characters beautifully illustrated – hang on, ‘strikingly’ illustrated- but the details on the cards are lovely. Erm… not lovely… brilliant. To quote Mark as he picked up White Dog Poo, “These are disgustingly specific”. Much as though many people reflect nostalgically about the demise of white dog poo, no-one wants it in their hand.
The descriptions of the food add to the entertainment of the game – especially if you read them in your best M&S* voice.
*careful with the letter order there – that’s a different kind of voice altogether.
 
All of the description is well crafted. Having banged on at kids for 17 years about ‘making every word count’ in their writing, I can say that every word on these cards has earned it’s place and I appreciate both the craft and the graft of that.
Sharks? With lazers? Deal me in. Show me where to click.
 
How do you win?
Well, as an accomplished winner I am uniquely placed to explain this. To win (as I did) your Goblin has to gobble the most cards but watch out; gobble the wrong colour or foods your goblin hates and you will lose points. Gobbling fave foods and biscuits, on the other hand, will gain you bonus points. Try to nom the extra tasty biscuit (like I did) to secure your victory.
A good, simple premise. However… your opponents will try to force you to eat foods you are allergic to, will snatch foods from your plate or even make you vomit up part digested foods. Goblins are not only gross, they’re also quite rude.
 
Action cards add enough strategy to make it fun and the interplay of the characters’ special abilities adds depth.
 
I also love that it plays up to 12 people which makes it great for parties. It is already getting lots of love at home and my son took it to his after school games club where it had an equally positive response. I can’t wait to take it to my upcoming events.
 
N.B. I am happy to offer tutorials but unfortunately, I can not guarantee that you, like me, will be a winner. I assume it’s still fun if you lose. Back it and find out!
 
It’s just about to be dished up on Kickstarter – and it’s already ready to serve as far as we’re concerned. Update it smashed the Kickstarter and is available for purchase.
You might also enjoy Arkosa.
Check out their website for more grossness:
https://toonhammer.com/product/gobblin-goblins-card-game/
Come along and play this at a Cards or Die event.