Concept

Concept

In Concept, your goal is to guess words through the association of icons. A team of two players – neighbors at the table – choose a word or phrase that the other players need to guess. Acting together, this team places pieces judiciously on the available icons on the game board. To get others to guess “milk”, for example, the team might place the question mark icon (which signifies the main concept) on the liquid icon, then cubes of this color on the icons for “food/drink” and “white”. For a more complicated concept, such as “Leonardo DiCaprio”, the team can use the main concept and its matching cubes to clue players into the hidden phrase being an actor or director, while then using sub-concept icons and their matching cubes to gives clues to particular movies in which DiCaprio starred, such as Titanic or Inception. The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins.

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Review: Concept

Review: Concept

Brendan: It’s simplicity week here on Shut Up & Sit Down and I am celebrating with margherita pizza, simplest of the foods. But also with a board game. Concept is a new party game from the French publisher behind Mascarade and City of Horror. But it is about as far removed from those games as you can get.

This is a game all about guesswork, language and stifled communication, about creating brilliant new ways to express old ideas – oh, I forgot the game. Hang on, I’ll go get it. Quinns, don’t eat my pizza while I’m gone.

Quinns: Of course not!

Brendan: Okay, I’ve got the … You’ve eaten my pizza.

Quinns: …

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An Actual Interview: Quantum

An Actual Interview: Quantum

[And now, a special treat for Simplicity Week. We’re very lucky today to be joined by Eric Zimmerman, games academic and designer of Quantum, a great new release that simplifies the space warfare genre into a few riotous handfuls of candy-coloured dice. In the first of a series of new developer post-mortems, we talked to Eric about exactly how simple the process was.]

Quinns: So, Quantum’s out, but board games don’t enjoy the immediacy of communication and online play you’d get with the video games you worked on before. How does it feel knowing this labour of love is being purchased and played in secret, the world over? HI, by the way.

Zimmerman: Glad to be here!

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Games News! 17/03/14

Pay Dirt

Quinns: It’s still Simplicity Week here at SU&SD! While I have no control over what the news is (such things are beyond the grasp of mere mortals, like the weather or burning oven pizzas), I will be rating each news story on how wonderfully simple it manages to be.

Our top story is the announcement of Lords of Xidit! Seen above, this is a re-invention of award-winning 2002 release Himalaya, set in the universe of Seasons. They are taking a game about managing yak caravans, and turning it into a game where you play an Idrakys in the realm of Xidit working together but also competing to fight The Black Southern Host while hiring bards and not forgetting to build sorcerer’s guilds.

SIMPLICITY RATING: An abomination, burn it with fire.

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Review: Going, Going, GONE!

Review: Going

Today’s the beginning of Simplicity Week here at SU&SD! Aren’t games a little too complex? Isn’t life a little too complex, with all these mobly phones and dark webs and human rights? We think so, so from today through next Friday we’ll be turning our simple brains to some simple games, inarguably the most beautiful games of all.

Quinns kicks us off with a look at Going, Going, GONE! A bargain-hunting game that could be the savviest and funniest purchase you’ve made this year.

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Going, Going, GONE!

Going, Going, GONE!

Can you keep calm while bids are rising? Experience the exhilaration of real life auctions!

In Going, Going, GONE!, players try to win items by bidding on five simultaneous auctions while the Auctioneer counts down from 10 to 1! Players bid on these five simultaneous auctions by physically dropping their wooden cubes (known as “Bucks”) into any or all of the five transparent Auction Cups, each of which represents an auction for one or two Item Cards.

At the end of the countdown, the Auctioneer says “GONE!” and quickly places the Auction Paddle over the five Auction Cups to close the auctions. The player who has the most Bucks in each Auction Cup wins that auction and takes the Item Cards for that auction. Collections of items may be sold throughout the game for more Bucks, or players can keep building their collections to sell them at the end of the game. The player with the most Bucks at the end of the game wins!

Going, Going, GONE! is a simple-to-learn, exciting and unique game for players of all skill levels! It is ideal for playing in public spaces. Since the players control the pacing of the game and the variants used, the game adapts to the playing style of the players.

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Introducing our Gold Club, Season 2!

Introducing our Gold Club, Season 2!

HELLO everybody! Do you enjoy SU&SD? Would you like to help us do what we do, and receive a goodie bag from us in April? There are just 19 days left to get in on the second ever Gold Club bag, which is hardly any days at all!

Of course, if you’re a subscriber, you can just sit back and wait for the goods to come to you!

A couple of other announcements. By now, your rewards for our first pledge season should have arrived. If you’ve yet to receive these, or your bag was damaged, please email Quinns directly via [email protected] and he’ll ship a replacement out immediately with some extra Haribo inside.

Second, for everybody waiting for a forum or full episodes, we request your patience for a little while longer. Turns out turning SU&SD into a sustainable business is a lot of work, and we’ve never done work before, so it’s very confusing. Apparently there are “lawyers” involved, who are a bit like wizards but a lot less fun.

Sincerely,

— Team SU&SD

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Paul’s Roleplay Design Diary! Part 1

Paul's Roleplay Design Diary! Part 1

Paul: Every year I make myself a new, sometimes private resolution and every year I do my best to see it through, but 2013 proved an exception. I told myself I’d try to design a tabletop roleplaying game and it wouldn’t matter if I was particularly successful or not, the point was to try and to learn from my mistakes. Then 2013 happened and I might as well have been Lear yelling at the storm. I was mostly wet and useless.

So I’m trying again and this time I’m going to write about it. Over the next few weeks I’m going to look back at games I’ve played and the systems I’ve played with, poke at mechanics that I have and haven’t liked and, most importantly, try and put some ideas together. Sometimes there will be some number crunching and design theory. Other times, there will be stories. Sometimes the two will meet and we’ll discover that dragons used to fly at five miles per hour.

So, let’s not delay. I want to start with a the story of how I was inspired to do this, over a year ago, then look at the sort of things I might want people doing in my game, then give a rough outline of what sort of game I’m going to fumble towards. Why not come with me and, I hope, not chuckle too much as I stumble my way through my thought process?

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Games News! 10/03/14

Attack Wing: Dungeons & Dragons

Quinns: Good morning, my mewling clutch of board-kittens! You look adorable! Alas, I know your secret. If you don’t get your weekly games news, you’ll become a snapping, thrashing pit of board-gators, keen to rend my body like so much gory blu-tac.

I’m quite attached to my body (specifically, by my skeleton) so let’s get you your news. It’s the 100th anniversary of the Panama Canal, and Stronghold Games has announced PANAMAX, a board game of managing shipping companies located in the Free Zone of Colon. An area I thought was to be found nnnnnnno apparently I have too much moral fortitude to make that particular joke about Paul’s mum.

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Rex: Final Days of an Empire

Rex: Final Days of an Empire

Rex: Final Days of an Empire, a reimagined version of Dune set in Fantasy Flight’s Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy’s crumbling imperial city. Set 3,000 years before the events of Twilight Imperium, Rex tells the story of the last days of the Lazax empire, while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy, deception, and tactical mastery.

In Rex: Final Days of an Empire, players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more, when allied with other factions) can a player assert dominance over the heart of a dying empire.

Unfortunately, mustering troops in the face of an ongoing Sol blockade is difficult at best (unless, of course, you are the Federation of Sol or its faithless ally, the Hacan, who supply the blockading fleet). Savvy leaders must gather support from the local populace, uncover hidden weapon caches, and acquire control over key institutions. Mechanically, this means players must lay claim to areas that provide influence, which is then “spent” to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired, players must aggressively seek the means by which to turn the conflict to their own advantage.

While the great races struggle for supremacy in the power vacuum of a dead emperor, massive Sol warships execute their devastating bombardments of the city below. Moving systematically, the Federation of Sol’s fleet of warships wreaks havoc on the planet’s surface, targeting great swaths of the game board with their destructive capabilities. Only the Sol’s own ground forces have forewarning of the fleet’s wrath; all others must seek shelter in the few locations with working defensive shields…or be obliterated in the resulting firestorm.

Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed, direct combat may prove inevitable. When two or more opposing forces occupy the same area, a battle results. Each player’s military strength is based on the sum total of troops he is willing to expend, along with the strength rating of his chosen leader. A faction’s leaders can therefore be vitally important in combat…but beware! One or more of your Leaders may secretly be in the employ of an enemy, and if your forces in combat are commanded by such a traitor, defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council, be careful in whom you place your trust.

All this, along with a host of optional rules and additional variants, means that no two games of Rex: Final Days of an Empire will play exactly alike. Contributing further to replayability is the game’s asymmetrical faction abilities, each of which offer a unique play experience.

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