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Showing posts with label table top. Show all posts
Showing posts with label table top. Show all posts

Wednesday, July 8, 2015

Unexploded Cow

Posted by Geek-o-Rama Admin on 5:00 PM

 

I have a confession to make.  I like exploding things.  Fireworks, kittens (no really, I’ll review that game when it gets delivered), and yes cows.

From the Cheapass Games Website:

“Europe. Summer. 1997.
You have discovered two problems with a common solution: mad cows in England, and unexploded bombs in France.
In Unexploded Cow, you play a savvy entrepreneur who wants to help solve the world's problems, by blowing up lots of cows. You'll round up a herd of mad cows, give them a stirring pep talk, and march them through the French countryside. In doing so, you will clear fields of leftover ordnance from long-forgotten wars. And you'll make a few bucks doing it.”

This is the brilliant concept first arrived in stores in 2001, and has since become one of Cheapass Games most popular titles, re-released in 2013 as a Deluxe Version.  While the original, like all Cheapass Games, was printed in Black & White, and came without the money, or dice needed to play, just the cards, and instructions.  The deluxe version, again like all of the newly rereleased deluxe versions, comes in beautiful full colour, high quality cardboard money tokens, and standard six-sided die (with a cool custom die available from the website)


The basic rules are as follows.  You play cow cards into your field, and role a die to see if it blows up.  If you blow up one of your own cows, on your own turn, you get the victory points for the city that you were in, and payment for the now deceased cow.  If it was someones else’s cow that goes boom, they get payment but not victory points and play continues with the next player.  There a several different types of cows, some good, some bad, and several variants to each type. My personal favorite is Kasper, the Fat Cow who's art is a homage to the great movie The Maltese Falcon.


It’s a simple enough game to learn, and it’s just strange enough to be a HUGE blast to play.  (heh heh see what I did there?)

You can download the free print-and-play version here: http://www.cheapass.com/freegames/uxcow but if you enjoy it, I strongly recommend picking up the full deluxe edition at your friendly local gaming store, or you can go here for a link to order it online (along with some other rare goodies) http://www.cheapass.com/games/uxcowdeluxe


Whether you are playing the original, free, B&W edition, or the beautiful rereleased deluxe edition, you are sure to have a great experience with this game. I don't know ANYONE who hasn't.


Saturday, July 4, 2015

Hanabi Deluxe

Posted by Geek-o-Rama Admin on 8:00 AM

I have a confession to make. I love fireworks. The bright lights. The big bangs.

You may be asking yourself, "self, what do fireworks have to do with board games?"

The answer is Hanabi Deluxe, a unique, cooperative tile game. In Hanabi Deluxe you are trying to set off a Grand Fireworks Finale by playing tiles in the correct order. The trick to the game is that you can only see other players tiles, not your own.

You have the ability to tell other players if they have specific numbered tiles, or specific colored tiles, but not both, and nothing else. While you can give hints, your group only had a finite number of hints that may be given. If you are out of hints you can play a the next tile in order (again, you can't see your own tiles) or you can discard a tile to regain a hint.


There are a possible 25 points. But if you accidentally discard all of a specific color/number tile (ie Blue 2) you won't be able to play the next number tile in that color sequence, thereby losing the potential points for that sequence. If that seems too easy for you, you can add in a number of "wild" tiles that can throw off your hints.

Hanabi Deluxe has high quality plastic tiles, raising the price point a fair bit, compared to it's card based predecessor, but I personally think the quality is worth the extra coin.

While the box claims the game is for 2-5 players, ages 8 and up, I recommend playing with other players that are at a similar skill level as each other, as one player at a lower level can make the game run less smoothly and get frustrating. Or perhaps I need to remember it's just a game, and there's no reason to ruin friendships. After all, this isn't Monopoly.




Friday, June 26, 2015

Free RPG Day 2015

Posted by Geek-o-Rama Admin on 11:00 AM


I have a confession to make.  I don’t really care about Free Comic Book Day.  I love the concept, give away a ton of swag to get people in the door, and it works.   But could it work for something else?  That’s the question that created Free RPG Day.

For those who may not know, RPG stands for Role Playing Game.  RPG’s are a genre of games, where the players take on the role of a character in the game.  Often you can create and customize your character to suite your own play style.  While the genre can apply equally to both video games and tabletop games, Free RPG Day focuses on the tabletop side.

Arguably the most famous RPG is Dungeons & Dragons, a franchise that have spawned numerous rewrites of the rules, TV shows, movies, books, and of course many a conservative right winger’s disapproving sermon.  But, there is much more to the modern RPG then just that.  Horror, comedy, pulp fiction, ancient mythology, comic book super heroes, a broad spectrum of sci-fi, and yes even some traditional fantasy, were all represented in this years bundle of goodies offered on Free RPG Day.

I think my favourite offering this year was You Iz Kobolds?! which contained quick start rules, and an introductory adventure for Kobolds Ate My Baby! by 9th Level Games. KAMB is a “beer and pretzels” RPG based on the absurd premise that you are one of the lowest forms of creatures in traditional RPG gaming, and that these creatures might survive long enough to have their own adventures.  They, of course, die.  A lot.  But that’s half the fun of this particular game.



Another popular item this year was the spiritual descendant of Dungeons & Dragons, Pathfinder.  Piazo Games brought out a 4th level adventure, the third part of what I hope will be a continuing saga, We Be Goblins Free.  Following it’s predecessors We Be Goblins, and We Be Goblins Too, the players take on the roles of 4 goblin “heroes”.  In my Friendly Local Gaming Store, we ran the first We Be Goblins adventure, and had a blast.  Piazo also included a goblin character card set for the Pathfinder Adventure Card Game, and provided the beautiful (?) goblin art on this years poster.  Free RPG Day loves goblins.



The oddest offering came from Steve Jackson Games, in the form of The Official Munchkin Free RPG Day Bookmark of Roleplaying Freedom.  A bookmark playable in any version of the RPG inspired game Munchkin, and it’s sequels.



One game I have yet to experience, despite it’s rules-light premise, and it’s presence over multiple years in Free RPG Day is Catalyst Games’ Cosmic Patrol.  A pulpy scifi game (picture 1930’s rockets and ray guns type scifi) that doesn’t require a game master to lead things, the role instead being passed around through the playing group.  Someday I will play this game.



The only other game I played this year was Shadowrun, also by Catalyst Games. Shadowrun is probably best described as as a cyberpunk world where magic and technology intertwine.  Once again we played a previous year’s adventure, but that didn’t make it any less fun. it was a bit chaotic, but that had more to do with the group, then the game.  I would gladly play this one again.  As a bonus, the Shadowrun QuickStart Rules come as a flip book, with QuickStart Rules for Battletech on the reverse.



Next year, when Free RPG Day 2016 rolls around,  grab your dice, and head to your Friendly Local Game Store, and ask them if they will be joining the fun.



Thursday, June 25, 2015

Terra Mystica

Posted by Geek-o-Rama Admin on 11:00 AM


I have a confession to make.  I don’t understand Terra Mystica.

When I went into my friendly local games café to meet an out of town friend for some “light gaming,” little did I know I’d be playing a hardcore pure strategy game.  One of the other regulars suggested it, and I’m always up for learning a new game, so into the world of Terra Mystica we went.

The basics of the game are actually quite simple.  Build stuff, expand your territories, get more points then the other guys.  But once you get playing there’s much more to it. There are multiple build options, each simultaneously increasing and decreasing a different resource.  Of course in order to build, or take any action really, you need resources so you need to find a balance between what you build, and when.

The game last 6 rounds, each round giving different bonuses for different actions and giving you a varying number of victory points.  There are several ways to earn and lose victory points (more than I wish to go into here) some take effect immediately; others don’t get added until the end of the game.  A mechanic that very easily allows the frontrunner and a player seemingly behind switch places very quickly.

Overall Terra Mystica has a steep learning curve.  But if you are willing to give it a chance, and maybe a second chance, it’s a fun and thought provoking game.  It may not be a staple in my gaming collection, but I would definitely like to play it again sometime.


Tuesday, June 23, 2015

Till Dawn

Posted by Geek-o-Rama Admin on 11:00 AM


I have a confession to make.  Sometimes, when I watch Buffy, I find myself cheering for the vampires.

I mean who wouldn’t want to be a vampire on the prowl?  Battling slayers, and pushing your luck against the rising sun?  That’s the premise of Till Dawn.  The players are a coven of vampires on the hunt for 3 nights.  During the night you will face slayers, vampire elders, and if you are really unlucky a werewolf.  Oh, and you’ll feed.  Oh, how you will feed.  You’ll feed until you decide to retire to your coffin, belly full.  The longer you stay out the more you feed, but if you get caught in the daylight… Well let’s just say these vampires don’t sparkle.  (I can neither confirm nor deny rumors of a future glitter expansion however)

The mechanics are extremely simple, making it an ideal game to pickup and learn easily.  It’s quick, playing in around a half hour. It’s one of those rare games for a larger gaming group, being designed for 4-8 bloodsuckers, with an expansion taking it up to 12.  This is a great filler or warm up game, and has the potential to become a staple in my larger group sessions.




Thursday, May 28, 2015

Kickstarter/Indiegogo Spotlight: No Thank You, Evil! a Game of Make-Believe for Families

Posted by Geek-o-Rama Admin on 8:00 AM

I have a confession to make.  As much as I enjoy RPGs, I’m not very good at them. There is volumes upon volumes of information to be assimilated.  Basic rules, advanced rules, rules for the different character types, rules to create your character. That’s just what the players need to know, nevermind the theoretically all-knowing GM! Why can’t it be simpler? So simple a child could run it.?


Ladies and Gentlemen: allow me to present No Thank You, Evil!


The latest offering from Monte Cook and Shanna Germain, of Monte Cook Games, is described as “a tabletop game of creative make-believe, adventure, and storytelling.” It’s not aimed at the hardcore gaming audience, but more towards their kids and families, or anyone’s family for that matter.  In fact the rules can be tailored to each players level of play, allowing young children to play, and well as older kids, and even adults.


The Kickstarter campaign has already funded, so this game will be happening.  The only real variable now is how much extra stuff will come with the Basic Box, Kickstarter Exclusive Box of Awesome,  and the No Thank You, Patience edition which gives you the PDF and all the updates and previews that the playtesters get starting shortly after the campaign ends.  There are some really cool upper tier support levels too.


The Kickstarter campaign runs through June 10, so go take a look at their website ( www.nothankyouevil.com ), Like their Facebook Page ( www.facebook.com/nothankyouevil ), and for the love of all that’s good in the world go back it on Kickstarter ( https://www.kickstarter.com/projects/montecookgames/no-thank-you-evil-a-game-of-make-believe-for-famil )






Saturday, February 21, 2015

King of Tokyo

Posted by Geek-o-Rama Admin on 2:00 PM


Richard Garfield's King of Tokyo - published by Iello Games

We went looking for a new game and these are the criteria we gave the staff at our FLGS, Kapow Games in Lethbridge, AB.

1) Fast - under one hour.
2) Fun - decent chances for any skill level to win.
3) Enjoyable by kids as young as seven through adults.
4) Expandable, in case we have friends over.

After discussing how some of the other games that they have suggested went over, they pointed us right at King of Tokyo. “You get to play a movie monster smashing Tokyo!” was about all it took to get us interested, and sure enough it went over like a ton of bricks.

King of Tokyo is a intended for 2-6 players/monsters, ages 8 and up. They claim 30+ minutes on the box and we found that about right for 2-3 player games, with 4+ player games going about 45min without too much rule searching.

On the topic of rules, if you took out the excellent artwork, the entire rules would fit on a single letter sized sheet of paper and we had them learned with some pre-reading and a single game. Well written, and easy to pick up...which is to be expected from someone with as much game design experience as Richard Garfield of Magic and Vampire fame. Several gameplay examples are included at the appropriate places, and there are additional card clarifications on the back of the rules.

The game moves smoothly, with each monster attempting to either be the last monster standing, or to have caused enough destruction to earn 20 Victory Points. Each turn you roll dice to cause damage to other monsters, heal yourself, accumulate energy to purchase cards, or straight up score Victory Points. The cards give you various advantages (or penalties to your opponents), with more powerful cards costing more energy. Each card has advantages and disadvantages depending on your master plan for the destruction of Tokyo.

The monsters are dual sided heavy card with plastic stands, and the artwork is fabulous. Cartoony enough for Saturday morning without being a 'kids game'. Each monster comes with a card and a matching score/health tracker, so no need to use dice/etc to keep track of those. The cards are playing card quality with more of the same excellent artwork, and I found them especially easy to shuffle. The fit and finish of all the components is similarly top notch.

If I had to come up with one low point, and this is fairly minor, I would say that the game board could have been a little larger. Just big enough to have an area for the cards to sit would have made this a 10/10 instead of the 9.5 I'm giving it.

Now I'm looking forward to the two expansions - Power Up and Halloween


Thursday, November 21, 2013

Setting the Mood...

Posted by Katie on 8:00 AM

Setting the mood can help take a good game and make it great.  The right music, sound effects, voices and accents, lighting, and props can all help set the mood. Doing can be difficult depending on time and resources.

For me, music is the easiest thing to do for setting the mood.  I have all six Star Wars movie soundtracks plus the music from The Old Republic.  This is my standard for any Star Wars game I run. With it being all digital, I can set up a track list and easily switch out to the appropriate music depending on the scene or battle. I have various soundtracks from the Lord of the Rings, Conan, Gladiator, Braveheart, plus more for fantasy games.  I prefer orchestral music for my fantasy games. If I'm running Shadowrun, I’ll pick some techno music and a friend turned me onto the Batman Beyond soundtrack for that. With used CD stores or digital downloads from iTunes or Amazon it is so easy to get music for your games.

Sound effects are another great tool. With laptops, tablets, and digital downloads, you can find so many things for the background. Howling winds, gulls, sounds of the city... I have quite a few clips of blaster fire from the various Star Wars movies, droid sound effects, swords clashing, even various animals. These sounds in the background can help draw your players in.

Lighting is important depending on the game as well. A friend who used to run Call of Cthulu only ran her game at night and only lit the table with candles. She had gotten some cheap candle holders and we would take one if we had a private scene with our character. It helped set the stage for the horror that would soon follow. The way the shadows danced on the wall added to the game.

Props are a fantastic way to immerse your players. This can be from the simple hand written note to maps.  I will often write out a note in code to let the players try to decipher it.  Crude maps to represent what they may have taken from a body.  A friend went so far as to purchase cheap cutlasses and hats for a naval game.  The icing on the cake was the bottle of rum that we had to toast to the Kings health during the officers' meal.

Voices and accents are a lot of fun but I’m not good at them.  These can certainly bring your characters or NPC’s to life. Most of my characters end up sounding very similar though I try to change up the dialog. No matter how many times I rehearse the voices they just never come out right. Stage fright, perhaps. On the other hand, I’ve played with GM’s whose characters each have a distinct voice and personality that comes out. It’s impressive and I wish I could do that for my players. 


These are but a handful of different ideas to try and get you and your players into the mood for your game. I highly recommend trying different things, mixing and matching. It may not work out the way you plan but it’s never bad to try something new.   What are some of the things you’ve done to get your players into the mood for your games? Any great stories or interesting ideas? Please share them!


Thursday, October 31, 2013

What kind of a world do you play in?

Posted by Katie on 8:30 AM

What kind of a world do you play in? Do you play using a pre-generated world – such as Forgotten Realms, Dragonlance, World of Darkness, or even Shadowrun perhaps? Or do you prefer the home brew world where you are the Almighty creator? Do you meld the two – making your own Expanded Universe of a sort?

For me, it depends on the setting.  When I run Star Wars, it is in what is called the Rebellion era. Usually either just before or just after the events of A New Hope, and I have yet to make it to Return of the Jedi.  I will use existing canon(minus midichloreans) but will also add my own spin on things. For Shadowrun, if it is a new campaign I start off around 2051 and move forward from there.  I follow the time line and keep up with the continuity. For my fantasy, I don’t use a pregen world – I have almost always gone homebrew for it.

The bonus to using an existing setting is that you have so much lore to draw from. Forgotten Realms has had I don’t know how many novels. It has so many sourcebooks devoted to it, you never run out of things. You don’t have to worry about maps, a pantheon, NPC’s – they are all there.  Many people are also so familiar with it they know the kingdoms, the continents, the heroes, the villains. The world is rich. You also don’t have to plan too much – there are adventures a plenty!

That is part of the problem I have with them. There is so much – and with so many heroes, villains, and Gods it’s hard for me to imagine players making a difference.  Plus at least one person will want to be Dritz or one of the other NPC’s. I tried to run in Forgotten Realms and had an adventure planned out. The problem became a player who seemed to be a walking encyclopedia of Forgotten Realms lore who questioned everything I put forward.  I was told such events would not have happened because of this, such and such would not be there because of that – and any desire for me to continue that campaign pretty much died on the cross.

Because of this, my fantasy games are homebrew using a world I’ve been working on for almost ten years.  It is mine and I am greedy about anyone else contributing much to it. The thing I like about this is with no pre-established lore, it is new and fresh for my players. They are exploring the world with me. They are the heroes here, they don’t have to contest with other heroes or follow a set time line.
Homebrew worlds are often more work, depending on the amount of time you wish to put into them. You can put as much – or as little – detail into them as you want.  It allows you to put in the things you like. You can even make your own rules for magic. The pantheon (if there is one) can be as hands on or as minimalist as you desire. One of the things I didn’t like about Forgotten Realms was how the gods seemed to have such a direct hand in the world events. Why have priests when a god will come down and do his will?

Now, this is not to say that I never use products from a pre-established world. I borrow (IE steal) from other worlds all the time. It might be a gentle tweaking of a concept or the blatant lifting of a character.  I enjoy the sourcebooks for they are filled with so many ideas, maps, and colorful characters. One of the things I love doing is looking at the portrait of someone in a sourcebook and writing an all new background for them. I make no apologies for things I borrow. Imitation is the most sincere form of flattery is it not?


In the end never forget the first rule of gaming – have fun! You are there for your enjoyment and the enjoyment of your players. Don’t be afraid to try something new. Try creating a simple world and build upon it. That world can be as simple or as complex as you want to make it. Or you can grab a stock adventure and run with it. Gods above and below know that I’ve tried new ideas. Some of them have worked out and I still use them to this day. Some of them have crashed and burned.  Never stop trying new things – you never know what is going work for you until you try it.


Tuesday, March 19, 2013

Kickstarter of the Week: The Ragged Man Adventure

Posted by Katie on 9:00 AM




I'm back again with my Kickstarter addiction!  Actually, I'm realizing "addiction" is the wrong word.  I'm more of a "Kickstarter connoisseur". "Addict" implies I'll back just *any* project. Not true. I throw my endorsement behind projects I'd truly love to see thrive.  This one is no different.

Those in Southern Arizona are no strangers to the Adventures Under The Laughing Moon, a table top RPG set in a universe created by local teacher and author, Todd Vanhooser.  It's finally time for a new adventure!  Part fantasy/part horror, The Ragged Man is an independent campaign set in the Laughing Moon universe.   With all of the compelling story elements veterans of the game are familiar with, countless hours of fun are sure to be had with this project.

So grab your dice bag, throw a d20 against The Ragged Man and see if you and your party come out alive.

Friday, February 8, 2013

Battle Cattle

Posted by Katie on 12:56 PM


Battle Cattle the Card Game is designed by Steve Jackson Games and based on the miniatures game of the same name by Wingnut Games. The basic premise of the game is based on bovine mech warfare. Each player (up to 6) takes the role of one of the pre-designed ‘Battle Cattle’ mechs which are exactly the same save the name and color scheme. Once you have drawn your initial cards you’re ready to go.

Generally speaking this is a fast paced game as you dice up your enemies with auto-cannon sprays, rams with your horns, methane strikes, and even slapped with flaming cow pies or burned with flamethrowers. Each side of your mech has points of armor and each card is a direct attack to one of the various parts on your mech. It is possible to protect yourself during game play with armor cards or jamming someone’s machine guns but eventually your armor will be gone. The game is won when the last player has vanquished his or her foe in the Battle Cattle arena, either by forcing them to retreat or completely destroying the unit.

This game is also completely compatible with Car Wars the card game also made by Steve Jackson Games. While this game is currently out of print it is possible to find copies at online for resale.

This game serves as a nice party game since the rules are easy to understand and its fast pace. It also works well as a quick one-off game should someone need a break between late night online or table top gaming.

Typical play time: 10-30 minutes
Overall rating: 6 out of 10


Tuesday, January 29, 2013

Kickstarter of the Week: MaricopaCon 2013

Posted by Katie on 4:00 PM


The Grass Roots Gaming Convention of Arizona

August 3rd and 4th, 2013 at the Mesa Convention Center

MaricopaCon started in 2010 as a local yearly mini-con at someone's house that is growing into something bigger each year.  Board games, card games, tabletop war games, and RPGs flourish at MaricopaCon.  Attendees get to play those old school games they played when younger, plus the new popular games out there.

The team being assembled for MaricopaCon 2013 is some of the best Gamemasters in the southwest gaming community.  Come play your favorite games and learn some new ones.  Browse the dealers' tables for some cool loot.  Show off your custom D6 dice and canvas bag.  The team organizing the convention has 40+ combined years of experience planning and helping out gaming conventions.  If you went to Conflagration 2012 or MaricopaCon 2012 you know how awesome MaricopaCon 2013 will be.

MaricopaCon is gonna rock, and we want you to be a part of it and shape its format.  The bigger the project gets, the more awesome the convention will be. Just some of the gaming groups running events at the con will be the crew of Arizona Men In Black, Laughing Moon Chronicles, Time Renegades, UAG, and Catalyst Game Labs Demo Team.

Tuesday, January 22, 2013

Kickstarter of the Week: Deluxe Tunnels and Trolls

Posted by Katie on 9:30 AM


The team who created the classic role-playing game Tunnels & Trolls comes together again to make the finest edition yet.

Launched: Jan 3, 2013
Funding ends: Feb 5, 2013

When it was first published in 1975, Tunnels & Trolls opened up the role-playing game genre, showing that these games could encompass a multiplicity of ways to make this segment of the game hobby exciting. Today hundreds of diverse RPGs explore every genre, every play style, and serve every player. T&T led the way first.

In the 37 years since then, T&T has seen eight major editions with many accessory adventures and supplements. The game has been published worldwide, including translations into French, German, Spanish, Italian, Japanese, and even Finnish. It had two computer games created for it, and it has influenced other games time and again. A lively fan community shares their love of the game in blogs and forums. Fan publications abound, licensed and approved by the original designer and publisher. Tunnels & Trolls is a solid substantive game that has weathered the years, worldwide, and thrived.

Now we’re back for more.

In T&T, your heroes might shine or stumble, they might seek adventure in dark alleys … or for some, adventure comes knocking on the round front door with a kazoo band led by red-suited monkeys!

We want to throw wide open the gate of possibilities once more. The original team that put together T&T has reunited: Ken St Andre, Liz Danforth, and Bear Peters are working together with Rick Loomis of Flying Buffalo and graphic genius Steve Crompton. Our dream is to create the best version of Tunnels & Trolls yet seen.

The minimum we intend to deliver is a book of at least 200 pages (and possibly a lot more) wherein designer Ken St Andre lays out new rules, including new options for character creation, better methods of character development, new playable kindreds, and new personas like Paragon, Specialist and Citizen.

Further, the book offers the players access to rich, deep world development as never before. Deluxe T&T reveals the Trollworld, as known to the original players, in detail for the first time, and whole continents previously unknown are defined. Steve Crompton has created a beautiful, definitive map assembled from every initial resource available. The book gets a complete graphic make-over, including new art and old favorites, and a new cover painted by Liz Danforth.

The game will play much the same as it did in the 70s and 80s, and be backwards compatible to existing modules and adventures. It will still be fun, lightweight and customizable. It remains a great way to introduce new players to fantasy role-playing while offering a system robust enough to support long-term campaigns. You will still be able to play with friends face to face, or using any of the virtual tabletop hosts. And you can still play the solitaire adventures when you have a little time to kill and no one else to play with.

We believe the game is better and stronger as a system than it used to be. No matter who or where or how you play, Deluxe Tunnels & Trolls will have the power to carry you away.

Or at least, that’s the plan.

Back in the old days, putting out a book like this was easy. Ken’s First Edition was run off at the university’s copy shop, stapled together, and handed to his friends. Even after the Fifth Edition came out, Flying Buffalo would still print solitaire adventures on the leaky old printing press in the back of the warehouse-offices, and staff would spiral-bind the pages together.

New printing technologies make possible options to us that were once prohibitively expensive. In the rewards offered you will see a downloadable pdf and a traditional soft-cover print edition, but also two hard-cover versions. We are looking at what is possible for color interiors. We have some more ideas we don't want to reveal just yet. We intend to get good quality publications across the board. We still want to make great games and that’s why Kickstarter is so important.

We can't do it without your support.



Friday, November 2, 2012

Cards Against Humanity

Posted by Katie on 1:13 PM


Knowing the people I do, I'm surprised I didn't know about this game before this weekend. That said, I was over with a bunch of people and someone suggested we play. Not having any idea what I was in for, I dug right in.

Let's be clear here, this is not a game to play with your boss right before your performance review...or with your prospective mother-in-law...or really, anyone with a functioning sense of Political Correctness. While this game can be played 'straight', that is neither its intent, nor where the majority of its laughs come from.

Basically, each player gets ten white cards that contain random names, phrases, words or descriptions. Then each player takes a turn drawing a black card with an incomplete sentence on it. The other players then anonymously choose one (or in some cases more) of their white cards to complete the sentence. The player with the black card then chooses the white card that is the funniest, or most ridiculous, or silliest, or whatever strikes their fancy as the winning card. The winner collects the black card and whoever has the most black cards at the end of the game wins.

Usually, the most *un*PC solution is the funniest, but that could just be the people I was playing with...oh wait, no that's how the game is marketed, it's 'supposed' to be that way...thus the name.

There is a basic set, and two supplements, plus a Canadian themed version, all of which are fully interchangeable, and in fact we were playing with the full set of all four decks and eight players.

On a 'dollars for laughs' scale, I'd have to rate Cards Against Humanity near the top and say I look forward to playing it again...with the right crowd. 

For more information regarding this game, check out their website.


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