So, since I have been unemployed since May of 2016 our financial situation has been tough. Especially the last couple of months. Hopefully we can raise enough money to get home for Christmas. If you can help, financially in any way we have a GoFundMe campaign below that you can donate. Thanks in advance for any help
Author Archives: skirkham
I’m excited that I finally have a domain for myself and will now be posting the blog over there. You guys can also view this site for any archived information. I do not plan on deleting this site. I’m still looking into how I can easily migrate all the information from this site to the new domain. More on that to come at a later point in time. But for now, check out the new site and remember to update your BOOKMARKS for that page.
I’ll see you soon!
In 1812, Great Britain and its allies were battling Napoleon for control of Europe. A young United States declared war on Britain and decides to invade Canada due to seizures of American ships and goods.
1812 The Invasion Of Canada is a semi cooperative game that allows up to 5 players to try to conquer either the United States, or Canada, depending on which faction side you play in the game. Players may either play the Canadian side which includes cubes, cards and dice for British, Canadian Militia or Native Americans, or they may choose to play the United States side which is composed of American Regulars and American Militia.
During each round there are 5 player turns that occur. Five colored cubes are placed in a bag and drawn randomly for each players turn. Once the cube is drawn the player will then act out their turn before the next player is randomly drawn out of the bag. The cubes are placed on a turn track so you can see who’s turn it is and who has already played in that round. There is also a wooden pawn that marks the rounds.
During a players turn they will play one or more cards (they have three maximum in their hand). They must have at least one action card in their hand and can also have special cards that can be played along with the action. If they do not have an action card, they are required to reshuffle their cards and draw three again to try to obtain at least one action card.
The player can then play only one action card that turn. He may not play more than that. He can also choose to play any number of special cards. Action cards will allow the player to move their troops from one place on the board to another. This movement can be either a land movement or a water movement based on the action card. The card will tell them the number of troops and how far they may move in that turn. Special cards will have enhanced benefits to the turn that may aid in the players movement or battle.
Once the player has moved then they resolve battles. Battle occur when any number of troops land on an enemy territory that is occupied by the enemy. Players will roll battle dice to resolve the battle that occurs in that land spot. Battles may end in total victory or may end in victory where players wind up fleeing. If a player rolls a die that has a person running on it, they will put one of their color cubes in the FLED area of the board. These troops may return to a muster area on that players next turn.
Once all the battles have been resolved it then becomes the next players turn. This continues like this for three rounds. At the end of three rounds there is a check for end game conditions. Remember the Action cards I mentioned? Well, each player has one of them in his deck that is a truce card. He may play that at any time when he plays an action. Once all of one side has declared a truce and they have reached at least round three then the game is over.
The winner will be whoever controls more enemy territories. How do you control them? When you have won a territory during a battle phase you then put a territory marker down to represent that area now belongs to your side. Note: if you leave that area you lose control of it, so you need to leave at least one troop in the area to maintain control.
This game potentially could end in a tie. It all depends on the number of territory tokens that have been placed during each round check in rounds 3-8.
My First Impressions: I like this game a lot. It has a coop aspect that will help new players team up with experienced players and learn the game. I also like the way the rules read our and show examples. The Dice are really well-balanced and make a lot of sense to me as to why or why not there may be a FLED marking on it or not.
The game plays in about one and a half hours which is just about the right amount of time for a game like this. Also, in the rule book there are three starting scenarios that will allow for shorter or longer play depending on how you set up the game.
The board is pretty big and does require some significant table space. The components are good. I am going to see if I can locate some type of miniature figures to add to my game to replace the colored cubes, but the cubes do work and miniatures are not necessary.
For The Win is a two player game that is played in about 15 minutes time. The object of the game is to connect five of your tiles together either in a orthagonal pattern, diagonal pattern, or a combination of the two patterns. You do this by taking a mandatory one or two actions each turn.
There are a total of five actions that you can choose from. The first action is to “Add A Tile”, but it may not be placed next to one of your own tiles either orthogonal or diagonal. The second action is to “Move A Tile One Space”. This action can only be a tile that is Face Up. The third action is “Shove Tiles One Space”. A couple of things you have to remember when using this action: First, you may only shove face up tiles. Second, you have to make sure you do not break any link of tiles that are connected. The fourth action is “Use A Tile Ability” (Tile Abilities will be explained later). Remember to flip the tile face down when using their ability. The fifth action is to “Flip A Tile Face Up”.
There are five Tile Abilities: First is the “Alien Tractor Beam” – Bring any tile in play to an adjacent space next to this tile. Second is the “Monkey Banana” – Flip over all adjacent tiles. Third is the “Ninja Stealth” – Move to any other location. Fourth is the “Pirate Canon” – Shoot an adjacent tile to another location. Fifth is the “Zombie Infect” – Replace an adjacent tile with any Zombie Tile. If None remain, deactivate an adjacent tile.
Components: 20 Tiles (10 For Each Player consisting of 2 Aliens, 2 Monkeys, 2 Ninjas, 2 Pirates, and 2 Zombies), 2 Player Aid Cards, 2 Actions Counters, and Rulebook.
First Impressions: This game is quick to play and would be a great game to add if you are looking for a filler game while waiting to play other games. This game, however, is not very difficult but does take a little abstract thinking on the gamers part.
I received a Print And Play copy for review from Tasty Minstrel Games. I believe I read some place that the retail value will be about $25.00 for the game. That is assuming it gets fully funded through the kickstarter program. You can save some money and get yourself a final copy by helping them get this game funded through the kickstarter campaign.
I played many boardgames in 2011, but the one that struck me as what I would nominate as game of the year would be: Kingdom Builder by Queen Games.
There were many things that came to mind when I decided to nominate this as game of the year for 2011.
First, this game has the Euro-Game feel and look and is easy to learn. That makes it a great Gateway style game for new players that are not familiar with Euro-Style Games.
Second, the replayability in this game is amazing. You can have many different ways to play and it’s random enough that there would not be any one way of possibly winning (eliminating that one player from dominating game after game). I think any game that offers even a novice player a great chance of winning deserves a big thumbs up.
Next, the Rules are straight forward and do not require a Rocket Scientist to interpret. There are a lot of games out on the market that have rules that are poorly written. This is not one of them. Kudos to the rule guys on this one.
Last, for the price of the game you have a lot of gameplay in the replayability factor I mentioned above. After all, would you spend $50.00 on a game that gives you very little replayability?
Even though I mention the price of $50.00 above, you can find this game for a lot less by shopping around online.
I give this game a solid 5 out of 5 Meeple rating!
One of the games I had the chance to play was “I Drank What?” by Empire Games.
Overview: “I Drank What” is a card game for 4 to 10 players.
Each player receives one card at random that may either be a Wine Card or a Poison Card (Although to start off the game there is only one POISON Card that is handed out – All the rest of the players receive a WINE CARD). The players do not look at these cards.
The players in turn may Play and Action and a second Action. As an Action the player may play a Cheese Card which goes in front of him until it’s either stolen, eaten, Then they may issue a drink challenge to another player to flip over their drink card. The player that is challenged may opt to “Pass” on drinking.
This is where the Reaction and Cheese Cards come into play.
Reaction cards can combat the effects of drinking, or they may cancel you from taking a drink, or they may manipulate drink cards, etc. They are just that, some sort of REACTION to an ACTION or CHALLENGE.
Cheese cards can be eaten instead of taking a drink. This is the easiest way of not possibly revealing a POISON card and being out of the game (possibly, again see some of the reaction cards that may combat POISON).
The game is over when one player wither wins overall or gets eliminated in a possible move when there are two players and both somehow get that taste of POISON.
COMPONENTS: Base Game Contains 20 Wine Cards (5 are Poison, 15 are Wine), 60 Play Cards, 1 Rule Sheet. The Expansion includes other Reaction Cards plus Cheese Cards.
What I think if the game: This game is great in a lot of ways.
Next, the images used on the cards are nicely done. From what I was told from the gang at Empire Games is they used people to model for their photos on the cards and save a lot of money because of having some great connections in that market.
The game also plays quickly. I was surprised that having that amount of players played in less that one hour time frame. Kudos to a quick playing game that allows that many players.
What I Didn’t Like About The Game: I’m not sure that I agree with players who say the game is just crap because you can possibly lose quickly and then have to sit there and wait a long time in order to play again. Although I did get knocked out of the game quickly a couple times this weekend, I still have to say I had fun watching the other players finish the game and also get some of the “Take That” action that occurs in these types of games.
Overall, I had a blast playing the game, and trying to win one of those Empire Games Wine Glasess.
Unfortunately I did not win a glass in the game.
However, Chris from Empire Games did present one to me on the last day of MACE as a “Good Will” gesture, and I want to personally say thank you to the guys for doing that. That was nice. I would have given the same review regardless, and that wine glass did not have any weight on this review. Again, though, Thank you!
Also, I thouroughly enjoyed the comical way that David had with holding the Wine Glass while walking up down the MACE convention hallway letting folks know that another tournament to try to win one of the “Coveted Empire Games Wine Glasses” was about to begin.
Watch for an overview of MACE coming later this week on my blog.
Being on the Wingman Demo Team for Eagle and Gryphon Games, I chose a couple of games that I recently received to demo and took them with me to a demo day at Hypermind in Burlington, NC.
One of the games is a game called Can’t Stop. Can’t Stop was initially released back in the early 1980’s. Since then it has gone in and out of print and is now being reprinted by Eagle and Gryphon Games.
The object is to get a number of cones to the top of the board to win the game (number of cones is based on the number of players in the game). You do this by rolling 4 dice and making a decision by choosing 2 pairs of dice as to where to put your runners (The White Cones). At that point you can press your luck and roll again to further gain ground up the track or you can stop and place your colored cones as place holders and pass to the next player.
This game plays in about 20-40 minutes and is a fun little filler game in between those 1 1/2 plus hour games.
After the game of Can’t Stop I proceeded to demo another game called Yin Yang.
Yin Yang plays 3-5 players and plays rather quickly too.
There are also 10 cards that have Yin Yang symbols on them with a number next to both the Black and White Colors.
The player who plays the highest card in the trick wins the number of Black tokens that is on the card.
The player who plays the lowest trick wins the number of White tokens that is on the card.
The object is to NOT have tokens in your hand by the end of the 9 tricks that you play each round. You can eliminate tokens by making a Black and White matching Yin Yang symbol and returning those tokens back to the pool.
At the end of 9 tricks you will either have some black token or white tokens, but not both, or you may have none at all if you play your cards right.
The play continues for a number of rounds based on how many players you have in the game. Remember, each round plays 9 tricks.
After we finished Yin Yang, we broke out and played several other games during the day including Ascension: Return Of The Fallen, Memoir ’44, Nexus Ops, and Blue Moon City. I have also included some photos of those games in this blog posting.