While at PAX Prime last year, we had the opportunity to play Monikers with Alex Hague, one of its creators. Crammed into the crowded Indie Megabooth, Alex dealt out a few cards to each of us from which we assembled a deck of our favorites. Each card had a name of a person or a thing on it and our goal was to guess what thing was on the card from a description given by another player. In the second round, we were asked to guess the same cards with only one word clues and the final round forced us to play charades-style, with only gestures and slight sound effects. In fifteen minutes, we laughed uproariously while fumbling to describe or act out the things on the cards. As soon as we were able, we bought our own copy and tonight we played it with my mother and brother.
Showing posts with label board game. Show all posts
Showing posts with label board game. Show all posts
Monikers is Simply the Best
Thursday, July 28, 2016
While at PAX Prime last year, we had the opportunity to play Monikers with Alex Hague, one of its creators. Crammed into the crowded Indie Megabooth, Alex dealt out a few cards to each of us from which we assembled a deck of our favorites. Each card had a name of a person or a thing on it and our goal was to guess what thing was on the card from a description given by another player. In the second round, we were asked to guess the same cards with only one word clues and the final round forced us to play charades-style, with only gestures and slight sound effects. In fifteen minutes, we laughed uproariously while fumbling to describe or act out the things on the cards. As soon as we were able, we bought our own copy and tonight we played it with my mother and brother.
Labels:
Alex Hague,
board game,
Celebrity,
folk game,
Monikers
Tak: A Beautiful Game
Tuesday, May 17, 2016
Just in case any of you happen to be fans of the incredible Patrick Rothfuss, author of The Wise Man's Fear, The Name of The Wind, The Slow Regard of Silent Things, and an unreleased title commonly referred to as "For the love of all that is good Patrick, please finish it, we seriously can't wait any longer, it's driving us crazy", you should probably know that he's in the final 72 hours of a Kickstarter with James Ernest of Cheapass Games. These two creative geniuses are bringing the game Tak, originally mentioned in The Wise Man's Fear, to life and producing it for the enjoyment of the real world.
Incredible Expeditions Is Not What it Could Have Been
Tuesday, May 10, 2016
Mysterium is Clue in a Haunted House
Tuesday, March 22, 2016
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The eerie box art for Mysterium. Image source: geekandsundry.com |
Coup: Is That A Contessa in Your Pocket?
Tuesday, February 24, 2015
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The beautiful box art for Coup. Source: boardgamegeek.com |
I delight in devious boardgames. I've played tons of strategic games from Risk to Diplomacy but The Resistance has been my go to for sneaky tabletop play. It and the followup Resistance: Avalon have boiled down the complex rules of games like Diplomacy to their ruthless heart, but it can still be difficult to gather the minimum five players needed for a game. That's where Coup comes in. The sort-of-sequel to The Resistance is all about political dealings, lies and intrigue and can be played with as few as two players.
Labels:
board game,
coup,
tabletop,
The Resistance
Never Enough Water: Forbidden Desert
Tuesday, February 11, 2014
Fans of Geek & Sundry's Tabletop series should recognize Gamewright as the makers of Forbidden Island, a 2010 board game where players race to recover precious artifacts from a rapidly sinking island. The followup, Forbidden Desert swaps water and antiquities for sand and flying machine parts, but it still requires it's players to work together to make it out alive. Last weekend I picked up a copy of Forbidden Desert and played a few games. We were tossed about by a relentless sandstorm, battered by a hostile sun and lost among the ancient city ruins.
KickShot
Tuesday, May 7, 2013
No doubt about it, I've been a very busy person so far this year. A very large portion of energy has been put into my senior design project, which I am very excited to post about here! Releasing very, very soon is a very interesting board game called KickShot (link to original website). Why is it interesting? For a board game, it has a very unique theme for a board game, soccer. It seems like the tabletop gaming world has been more and more interested in sports based games, but normally the rules are very complex and are only played by those with both the interest and wallet size with which to successfully play them. It also requires painting miniatures, which I'm not very good at. The beauty of KickShot is that it is for everyone and geared towards people who both enjoy the sport and know the rules, and to educate those who do not know the rules of the game by using memorable characters which aid with the visual cues during a real game of soccer.
We here at Somnambulant Gamer are very excited to play the final iteration of KickShot on its release, but in the meantime, I have had the opportunity to play one of the prototypical iterations of the game. The rules have since been simplified, but they contain the same merit. The group with which I played it and I had a wonderful time figuring out the nuances and how to further streamline the game, and indeed it was streamlined when we received the first set of finalized rules! The game is now very smooth to play and maintains its educational merits for those who are learning the rules!
Our client for the project and creator of KickShot, Aziz Makhani, has been an absolute joy to work with and has a great enthusiasm for the game, he was also willing to humor me for a short interview regarding KickShot:
What got you into soccer initially?
The correct way to perform a Throw-In as performed by Lei Ting
So, I should probably note that the project mentioned earlier was not assisting in the creation of the board game itself, but my teammate and my goal was very similar. The goal of the project was to mobilize KickShot via the iOS platform. Working on games is very much different from reviewing them! Creating applications for iOS is also ridiculously tedious. The programming itself isn't particularly tedious, it's simply getting Apple development software to cooperate on non-Apple devices (i.e. we bricked my machine for any future use of VMware until reformat). And this is much more a gripe on Apple's developer accessibility than anything regarding the mobilization of KickShot.
Our second, and most interesting, challenge was deciding how we should display a game board and cards in a play space that is approximately .1x the size of the full game without the feel of the gameplay suffering. Overall, I very much enjoy the design we chose, but unfortunately we will not be the ones to complete the project. Overall it has been a very challenging and rewarding experience to begin work on a project that has such beneficial applications!
Labels:
board game,
iOS,
KickShot,
project,
soccer
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