Forest of Fate by designer Phil Hazelton, successfully converts the choose your own adventure story books from the likes of Fighting Fantasy or Give Yourself Goosebumps to an accessible, pocket sized*, fantasy RPG inspired, co-operative card game to play with friends and family.
Forest of Fate is live on Kickstarter right now, and it has already funded, so you are guaranteed getting a copy if you back it!
Have you ever wondered what happens to the characters you play in D&D once they have completed their quest? Well, wonder no more! In Forest of Fate two to six players assume the roles of classic fantasy RPG characters on their way back to the tavern from which they began, after completing their quest.
Now, unless you have prearranged a pickup by some giant eagles or a particularly daring Uber driver, there’s no reason why your return journey will be any less perilous than the one that got you there in the first place. And here’s where Forest of Fate kicks off.
Daniel Aronson, designer of Tile laying adventure game, The Island of El Dorado very kindly let me review his game The Island of El Dorado which launched on Kickstarter on Tuesday 29th and was funded within Just 20 hours! If that’s not enough to convince you to take note of this game, then keep reading.
What if you had to cut your board game collection right back to the essentials? What if you could only keep one of each type of game? How would you split your games and what would make the final list?
The Jones theory is an approach to board gaming where you should never have more than one game that fills a roll in your board game collection. For example if you have Thunderstone as a deck builder, then you don’t also need Star Realms. If you have Lords of Waterdeep as a worker placement game then you should get rid of Stone age. Of course you can keep whichever game you prefer.
I’ve seen multiple ways of creating a list, some base them on complexity, some split them by mechanic, others by style or theme. There are pros and cons for all the different ways. I first heard about the Jones Theory recently when listening to The State of Games podcast episode when they split their games by mechanic and style. Inspired by their idea I decided to have a go.
Obviously the main issue with this method of employing the theory is that it is very forgiving, there are hundreds of mechanics and most games employ multiple. So if one game I’ve got doesn’t make the cut for a set collection game then it may survive as a worker placement. Here I will try to keep to only considering major mechanics or styles and use the ones they used in the State of Games podcast.
For each mechanic I will give the definition as described by BoardGameGeek.com, then give my choice from my own collection and briefly why I’d keep it over all others, my second choice which narrowly missed out on the top spot, and finally a game which I do not own or have not played but think it may be the one I would keep if I did own it. To learn more about each game, click on the links provided. Let’s go: (more…)
Ominoes if one of our most frequently played games since we bought it at Airecon 2017 from the lovely Andrew Harman of YAY Games. It’s super easy to learn and quick to play. Andrew asked if we would do a review for the UK Games Expo and we happily accepted.
Dixit is a beautiful empathy game of releasing your imagination, and taking a peek into that of your friends. This simple family/party game designed by Jan-Louis Roubira and Published by Libellud is a great addition to you board games collection.
The aim of the game is to have the most points when the cards run out (or first to the end of the score track depending). You do this by giving the cleverest clues about the picture cards on your hand and being best at correctly guessing the picture cards chosen by your opponents. (more…)
Machi Koro designed by Massao Suganuma and published by IDW and Pandasaurus games is one of the most played games in my collection as it’s fun, light, and a great length for an after work easy game session, at about 30 minutes.
Machi Koro is a dice rolling, city building, card game where players must make money to build a series of landmarks in their city, the first player to buy the set wins. Players reach their goal by buying a range of different establishment cards which activate to make the player money when the number depicted on them comes up on the dice.
The most successful players put together a good economic engine to rake in the dough when their numbers come up. But, as this is a dice based game, winning not only needs good card choices but a big pile of luck too. (more…)