That’s right folks, a bonus episode review! Hooligan and Kat join WDR and myself to discuss Chez Geek! Like all bonus episodes this is a short one, clocking in at about twelve and a half minutes.
Podcast: Play in new window | Download
That’s right folks, a bonus episode review! Hooligan and Kat join WDR and myself to discuss Chez Geek! Like all bonus episodes this is a short one, clocking in at about twelve and a half minutes.
Podcast: Play in new window | Download
Welcome to the new Game Night Blog Carnival! This is a feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.
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When I started playing Dungeons and Dragons as a kid, the art in the books and modules deeply influenced the way I imagine how a game “looks”. The artist that captured my imagination more than the others was Larry Elmore. So when Looney Labs, one of my favorite game companies, released a card game with art by Larry Elmore, I couldn’t resist. The game is called Seven Dragons and the art is beautiful. The game plays like dominoes but with a few twists that really add to the fun. The object of the game is to be the first to connect seven dragons of the same color. The catch is that at the beginning of the game each player is dealt a goal card that is kept secret. The goal card tells the player which color of dragon that he must connect to win the game.
Seven Dragons plays up to five players and there are five corresponding main colors of dragons. The colors of the main dragons are red, blue, green, black, and gold. This means that there are still two more dragons out there. They are the rainbow dragon and the silver dragon. The rainbow dragon is a wild card as it is all colors at once. The silver dragon is the start card and takes on the color of the top action card on the discard pile. The action cards keep the game frombeing just a card version of dominoes. There are five action cards and each has a different color dragon on it which shows what color the silver dragon changes to when the action card is played. The five actions are trade hands, move a card, trade goals, rotate goals, and zap a card. The ability to move goals around makes the game more fun and encourages players to play it closer to the vest. That is really all there is to Seven Dragons.
I tend to write these reviews with role players in mind and this game is great to set the tone for Dungeons and Dragons, Pathfinder, or any other fantasy game while waiting for everyone to arrive. We have played this one several times and have consitantly enjoyed ourselves. I can recommed this game for the art alone but I enjoy that it plays fairly quickly and is easy to play and learn. The rule sheet has plenty of examples of play and is very thorough. Seven Dragons also doesn’t break the bank at only fifteen bucks or so. It is a solid game at a good price.
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The next stop on the Game Night Blog Carnival is Glimm’s Workshop. The previous stop is The ID DM. Be sure to check out the main page of the Game Night Blog Carnival!
Welcome to the new Game Night Blog Carnival! This is a feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.
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As an old school role player, I love dice. I also have a soft spot for cold war era science fiction. Thus, Martian Dice by Tasty Minstrel Games appeals to me on several levels. You are a Martian and are trying to abduct Earth creatures. It is a quick and easy to learn press your luck game that generally plays in 10-20 minutes. The more players the longer the game. One nice thing about Martian Dice is that it can accommodate any number of players. The object of the game is to be the first to score 25 points.
Martian Dice comes packaged in a dice cup that contains the 13 dice needed to play and an instruction booklet. The dice are black and feature five different symbols, one of which repeats. Each symbol has its own color. This makes it easy to quickly see what has been rolled. The symbols and their colors are red tank, blue human face, yellow chicken, white cow, and a green flying saucer which is on each die twice. The instructions are a full color two-sided fold out sheet that features clear rules and directions and a sample of play. The game is so easily picked up the instructions really will only be needed for first time play.
Once someone is picked to go first, that player rolls a 13 dice and sets any tanks rolled to the side. Tanks represent the Earth resistance forces and can prevent a player from scoring if they are not countered by death rays represented by the green flying saucers. After the tanks are set aside the player can choose one type of symbol to set aside. The human, cow, and chicken can only be chosen once on a players turn. Death rays can always be chosen. All the dice featuring the selected symbol are set aside and then the player can choose to reroll the remaining dice. This continues until the player decides to quit rolling, can’t keep anything, or runs out of dice. Once a player has seven tanks their turn is effectively over as well, since it is impossible to equal or exceed the number of tanks with death rays. Presuming that the player manages more death rays than tanks they score one point for each human, cow, and chicken. If a player manages to get at least one of each of the scoring symbols they get a three point bonus. This means that a perfect series of rolls that produces only scoring symbols would score 16 points. I’ve yet to see that happen but it is possible, so theoretically some one could manage to win in two turns. When one player reaches 25 points the current round is played to the end, possibly allowing another player to catch up and overtake the leader. In the case of a tie each player rolls 6 dice and the one with the most death rays wins.
Martian dice is an ideal game when you are waiting for folks to show up for a game session. It moves pretty fast but there is enough decision making and strategey to hold folks interest. It is certainly easy enough for kids to play and promotes some critical thinking. This one is super quick and fun as well as boasting a $15 price tag. We have played dozens of games and have had a blast. We’ve even named a roll featuring nothing but tanks and death rays a “Michael Bay” since it is all explosions and no points.
This one is worth it for anyone who plays games on a regular basis.
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The next stop on the Game Night Blog Carnival is Glimm’s Workshop. The previous stop is The ID DM. Be sure to check out the main page of the Game Night Blog Carnival!
Welcome to the new Game Night Blog Carnival! This is a new feature we’re doing once a month with a few other RPG blogs. If you have an RPG blog, and would like to participate, check out the FAQ at the main Game Night page.
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Back in the late 60′s and early 70′s, martial arts as practiced in Asia became somewhat of a fad in America. Bruce Lee was at the top of his career and badly dubbed “chop-socky” movies were at the drive-in. The game I’m going to be discussing this month is called Cookie Fu and uses dice to simulate a one on one “fu” fight. It is a collectible dice game from Blue Kabuto. Normally I don’t bother with collectible games since I like to know exactly what I’m getting for my hard earned cash. I made an exception for this game because it is easy, cheesy, fast, and fun. The premise is that there are 3 clans preparing to fight against the forces of the Dark Cookie threatening the land of Fu. The clans are the Chocolate Ox, Vanilla Hare, and Coconut Monkey. You are a Fu Fighter from one of these clans training in the Way of The Cookie. Each of the clans has a different style that is reflected in their clan specific chi moves. Chi moves are the most powerful moves in the game.
So why is a dice game called Cookie Fu? The chi moves for each clan are provided as fortunes inside fortune cookies that come with the game. Surprisingly, I have not encountered any stale cookies thus far. I am told that the makers of the game take great pains to ensure that the cookies are as fresh as possible. I must admit that a game that comes with its own snack is hard not to like.
The care taken with the cookies is indicative of the presentation of the game. Cookie Fu is packaged in facsimiles of Chinese food containers. There are two different sizes of container. The small ones are used for booster pack which come in four varieties, one for each clan and a standard non clan specific booster. The larger container is used for the Battle Royale pack which provides enough dice and cookies for two people to play using the Chocolate Ox and Vanilla Hare clans. It is the most cost effective way to start playing Cookie Fu and lets you get straight to the fighting. The instructions are designed like a tri fold take out menu and present the basic moves and standard chi powers as menu items. They also double as screens to hide your dice rolls from your opponent.
Cookie Fu is above all a dice game and the main course of the game is the dice. There are two kinds of dice provided with one type having several subsets. The first type of die is referred to as the Clan Fortune die and is used to determine initiative. Each clan’s die is color coded and has one of three portraits of fu fighters on it. The other dice are Fu dice and come in four varieties each corresponding with the level of “fu” the die represents. The color of the icons on the dice tell you the die type. There are six icons representing “fu” moves. The basic fu dice have white icons and one of each of the six icons. The dice then advance up in “skill” levels by adding more duplicate icons per die allowing a player to customize their fu. The learned dice have two of the same icon followed by master with three of a kind and finally grand master with four of a kind. All levels of dice have a single chi icon. The learned dice icons are yellow, master icons are orange, and grand master icons are green. The dice are a rich dark brown so the icons are really easy to see.
The game is simple to play. Each turn both players roll their allotted Fu dice including the Clan Fortune die. Players then reveal their Clan Fortune die rolls and use what is basically a modified version of rock, paper, and scissors to determine initiative. Once initiative is set then the first player presents dice to attack and the other player defends with the players alternating attacks and defence until they both run out of dice. Turns continue until one player runs out of hit points. When a player hits zero hit points he may do a “parting shot” consisting of his remaining dice to the opposing player. It is possible for both players to be knocked out. This all sounds very mechanical and unexciting. The joy in Cookie Fu is in the presentation by the fighters. This quote from the rules explains it much better than I.
“Important note: Cookie Fu moves work best when shouted with a dramatic stance. STAND UP, have fun, get into it and give it your best “Hiiiiiiyaaaa!!” Facial expressions and gestures are encouraged.”
The Cookie Fu moves that use chi have great names like “Sugary Nerve Strike” or “Bourbon Bean Hamstring” which are a blast to announce old school chop-socky film style. The fact that the game is relatively quick to learn and understand does not detract from a players ability to use good strategy and make wise decisions. We have had a blast playing this one and I highly recommend giving it a try. It’s been like a Carl Douglas song around here lately. Get out there and show that your Fu is strong, Grasshopper.
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The next stop on the Game Night Blog Carnival is Glimm’s Workshop. The previous stop is The ID DM. Be sure to check out the main page of the Game Night Blog Carnival!
On this week’s post-rapture bonus episode of UnderDiscussion WDR and I review one of our favorite tabletop card games, Chrononauts from Looney Labs. This one clocks in at under eighteen minutes.
Here’s the link to our iTunes feed.
Here’s the link to the UnderDiscussion RSS Feed.
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