Showing posts with label action points. Show all posts
Showing posts with label action points. Show all posts

Wednesday, June 19, 2013

If I Only Had a Brain (A Review of Zombie State: Diplomacy of the Dead)

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Zombies!  Relentlessly, they sweep over the globe in wave after wave of evil hordes.  Rising in all corners of the earth, the unremitting infection grows and spreads like a plague from Hell.  Armies are overwhelmed.  Cities fall.  Civilization crumbles.  Humanity sits precariously on the precipice of extinction.  Bands of survivors fallback to dwindling strongholds and vulnerable safe havens in desperate efforts to stem the dark, rotten apocalypse…or simply to survive.

Sounds like the new World War Z flick opening this Friday?  Alas, there’s no Brad Pitt to be seen here.  Instead, you will take charge of a world region reeling against an inexhaustive onslaught of walking corpses in the board game Zombie State: Diplomacy of the Dead.

Wednesday, June 5, 2013

One Olive a Game (A Review of Cinque Terre)

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At least I didn’t say it was a lemon!  This little game won’t mushroom out of control or leave you with sour grapes.  There’s no squashing your opponents or other rotten tomatoes to throw.  But still, it can prove to be a little bit like garlic, with a few layers to peel back for nuance and flavor.  And then there are oranges, which I can’t think of a pithy comment at the moment, but they’re in the game, too.  No matter, you can trade in any or all of these goods as you peddle your produce around the circuit of five villages; or Cinque Terre.

Friday, May 24, 2013

Where the Action's At (A Guide to Action Point Allowance)

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Gamers are a funny lot.  On the one hand, we want a game with flexibility and freedom in decision-making.  Restrictions and limitations often mean a less sophisticated experience and leave us feeling like the game is playing us, rather than vice-versa.  However, on the other hand, most of us appreciate designs that are structured to rein things in a bit, and we like to have a firm grasp on what the game allows.  Too much of an open-ended framework often leads to confusion, significant play length, and agonizing downtime.  To address this intriguing paradox, game designers often turn to a very simple and basic mechanism.

Thursday, March 7, 2013

All You Need is Love (a Review of Hugs)

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Aphenphosmphobia.  Don’t ask me to pronounce it – I wasn’t even able to type it!  But if you’ve got it, don’t play this game.  You see, aphenphosmphobia is the fear of touching, and so is naturally associated with clinical hugging anxieties.  In the game of Hugs, you’ll be putting the squeeze on so many friends and family that your face will turn blue and your extremities will go numb.  Yeah, the term “personal bubble?”  Doesn’t exist, here!

Friday, February 15, 2013

Guide to Gaming: Gaming with Kids

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One of the simpler and under-rated joys in life is playing with kids. As it pertains to our hobby, of course, that means enjoying time spent on board games with our children, grandkids, nieces and nephews, as well as in other, family-oriented, social circles. Not only are these occasions just flat out fun, but it is important in teaching kids critical thinking skills, family bonding, and developing strong and healthy child-adult relationships.