Review: Roll for the Galaxy

Review: Roll for the Galaxy

Paul: I think I can trace my excitement for custom dice right back to my earliest gaming experiences. Dice were supposed to be uniform, six-sided things that counted from one to six. The moment I saw that you could put other things on dice, my world was turned upside down. Icons? Pictures? Why stick to just six sides? Any shape you roll could be a die! What was to stop me shaving numbers into the dog’s fur and tempting her to roll about the hall floor to decide our gaming fates? Nothing, friends. Nothing.

The first time I heard about Roll for the Galaxy’s 111 multicoloured custom dice I had to be sedated. I don’t actually remember much of the day but Matt says they had to call an ambulance and I recall Quinns, Brendan and Leigh visiting me in a facility specially constructed and arranged to avoid reminding inmates of the platonic solids. Thing is, in that place we still had our black market deals that the staff didn’t know about. Ten pounds to touch a D12. Forfeit an evening meal to roll some X-Wing attack dice.

Oh yeah, Roll for the Galaxy. I’d better tell you about it.

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Games News! 11/05/15

Design Town

[Begin SU&SD black box transcript for “Games News Dialogue: 11th May 2015.” Recovered by crews at 9:17am.]

[Recording begins, some sound of birdsong and footsteps.]

Quinns: PAUL. PAUL. WAKE UP.

Paul: OH GOD WHAT IS THE HOUSE ON FIRE.

Quinns: Paul I know what-

Paul: DON’T COME IN HERE. Just tell me from behind the door.

Quinns: Paul, I know what you like most of all!

Paul: And what is that?

Quinns: Wrestling!

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Witness

Witness

Mysterious murders, mad scientists, and secret codes: take on the roles of Edgar P. Jacobs’ famous characters and solve these strange cases to bring about order and justice.

But take care! The villainous Olrik is on the prowl and he’ll try to foil your plans.

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Review: Witness

Video review: Witness

We’ve got a HUGE game for you this week! Witness might look like a pre-schooler up-ended their homework over your table, but it’s actually an inventive, sexy game of solving mysteries from the publishers of Sherlock Holmes: Consulting Detective.

But while Sherlock is a game of wild theories and sweet sherries, Witness is no less than a game of swearing, sweating and whispering. Come take a look. You won’t regret it.

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Cards Against Humanity

Cards Against Humanity

A card game which involves a judge choosing a black question or fill-in-the-blank card. Each player holds a hand of ten cards at the beginning of each round, and each player contributes card(s) to the “card czar” anonymously. The card czar determines which card(s) are funniest in the context of the question or fill-in-the-blank card.
The player who submitted the chosen card(s) is given the question card to represent an “Awesome Point.”

In addition, there are a few extra rules. First, some question cards are “Pick 2” or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may pay in an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.

After each round, the role of card czar rotates around the table, and play continues until everyone decides to stop.

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Review: Cards Against Humanity

Review: Cards Against Humanity

Paul: I’d like to talk about Cards Against Humanity, one of our hobby’s biggest breakout successes.

The best way to describe Cards Against Humanity is “Lego for jokes”. It gives its players setups and punchlines, all ready to click together in one-step assembly. It’s easier than microwaving food or boil-in-the-bag rice. Almost no creativity is required, and because the powers of chance deal you your cards, it’s not as if you can even help the sort of combinations that present themselves, right? As well as creativity and effort, who even needs responsibility?

It’s important that we provide a trigger warning for what follows. A warning for, well, just about anything: abuse; violence; racism; rape.

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Games News! 04/05/15

Mysterium

Paul: Hello! Welcome to Games News! Today we-

Quinns: Wait. Hold on.

Paul: What, are we-

Quinns: Okay. Go.

Paul: Today we’re coming to you live from… for some reason, live from Exeter Central Rail Station where, as you can see, the crowds are just… just wild for-

Quinns: The crowds here are absolutely wild for the board game news we have! I can barely hear myself over the noise! This response is unprecedented!

Paul: Yes, yes it is! Our first story is all about Survive! and it only gets more exciting from there. How are you guys back in the studio? Are yo-

Quinns: DON’T CUT BACK TO THE STUDIO.

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Imperial Settlers

Imperial Settlers

Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins…

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Nations

Nations

From the humble beginnings of civilization through the historical ages of progress, mankind has lived, fought and built together in nations. Great nations protect and provide for their own, while fighting and competing against both other nations and nature itself. Nations must provide food and stability as the population increases. They must build a productive economy. And all the while, they must amaze the world with their great achievements to build up their heritage as the greatest nations in the history of mankind!

Nations is an intense historical board game for 1-5 players that takes 90-180 minutes to play. Players control the fate of nations from their humble start in prehistoric times until the beginning of World War I. The nations constantly compete against each other and must balance immediate needs, long-term growth, threats, and opportunities.

Victory points (VPs) are mainly gained by building up a great Heritage during the game, and through Wonders and Buildings at the end of the game. The game lasts eight rounds, and the nation with the most VPs wins.

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