Keyflower

Keyflower

Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a “home” tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player’s own tiles, but also from the tiles in the other players’ villages and from the new tiles being auctioned.

In spring, summer, and autumn, more workers will arrive on board the Keyflower and her sister boats, with some of these workers possessing skills in the working of the key resources of iron, stone, and wood. In each of these seasons, village tiles are set out at random for auction. In the winter, no new workers arrive, and the players select the village tiles for auction from those they received at the beginning of the game. Each winter village tile offers VPs for certain combinations of resources, skills, and workers. The player whose village and workers generate the most VPs wins the game.

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Rattus

Rattus

Europe, 1347. A disaster is about to strike. The Black Death reaches Europe, and during the next 4 – 5 years, the population of Europe will be halved. The players settle in the various regions of Europe, while the plague spreads throughout all of the continent. The players gain help from the various classes of the middle ages: The Peasants provide population growth, the wise Monks keep the rats away, the rich Merchants flee when the plague approaches, the warfare conducted by the Knights spreads the plague to new areas, the Witches control the spread through magic and witchcraft, whereas the Kings avoid the plague by staying in their fortified palaces. But the plague does not make any distinction: When the rats arrive, no one can feel safe. When the plague withdraws and the game ends, the player with the highest surviving population wins.

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Freedom: The Underground Railroad

Freedom: The Underground Railroad

Early in the history of the United States, slavery was an institution that seemed unmovable but with efforts of men and women across the country, it was toppled. In Freedom: The Underground Railroad, players are working to build up the strength of the Abolitionist movement through the use of notable figures and pivotal events. By raising support for the cause and moving slaves to freedom in Canada, the minds of Americans can be changed and the institution of slavery can be brought down.

Freedom is a card-driven, cooperative game for one to four players in which the group is working for the abolitionist movement to help bring an end to slavery in the United States. The players use a combination of cards, which feature figures and events spanning from Early Independence until the Civil War, along with action tokens and the benefits of their role to impact the game.

Players need to strike the right balance between freeing slaves from plantations in the south and raising funds which are desperately needed to allow the group to continue their abolitionist activities as well as strengthen the cause.

The goal is not easy and in addition to people and events that can have a negative impact on the group’s progress, there are also slave catchers roaming the board, reacting to the movements of the slaves on the board and hoping to catch the runaway slaves and send them back to the plantations.

Through careful planning and working together, the group might see an end to slavery in their time.

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Podcast #11: All Your Broken Monsters

That’s right, babies! You asked for more regular podcasts on your subscriber questionnaires, and we’re doing exactly that. The system works! Ignore that clattering and keening coming from our servers. Right now, in this moment, the system works. Packed into podcast #11 are discussions of Freedom: The Underground Railroad, Keyflower, Space Cadets , Rattus and … Read more

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Games News! 11/11/13

Space Station Argo

Quinns: How is everybody? Are we all well? I’m at least partially recovered from a weekend spent doing laughably badly at Cutthroat Caverns. I’ve yet to live through a game. It’s almost as if everyone knows I’m a walking bag of lies with a will to win. Astounding game, though- expect plenty of coverage in the future.

The news this week that sent air whistling through the teeth of seasoned board gamers the world over was the announcement of Dead of Winter, the debut title in a new series of games from Plaid Hat entitled “Crossroads”.

You’ve got two reasons to be excited about this one, so take your pick: Either you can get all giddy because Crossroads games will all be meta-cooperative experiences with players operating in a fragile alliance, or because Plaid Hat have been going from strength to strength recently, and this is an idea they have enough confidence in to create an entire series.

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Warrior Knights

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In Warrior Knights, each player takes on the role of a Baron vying for control of the Kingdom. Each Baron commands four faithful Nobles who lead his armies into battle. Each Baron seeks to capture cities in order to gain Influence (victory points), which is used to measure his claim to the throne. Barons may also seek to gain advantage by increasing their income, gathering Votes to use at the Assembly, or by amassing Faith, which can be used to gain a measure of control over chance events. Only through cunning strategy and careful diplomacy can a Baron hope to attain victory.

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Oss

Oss

Oss is a skill game based on jacks, with players trying to perform certain tricks in between tossing their jack into the air and catching it.

Composure, dexterity, tricks… Several tribes decide to fight to determine who’s the best, their Big Chief!

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The Dexterity Games Special

The Dexterity Games Special

When you think SU&SD, we know you think “co-ordinated,” “graceful,” probably even “lithe.” So this was a long time coming- a video featuring three of our favourite dexterity games on the market today. The noble Oss, the exotic Toc Toc Woodman and the farcical Cube Quest, all showcased lovingly by us in time for Christmas!

One more word, from Brendan: “I’ve put an end to all this sodding continuity, too.” What on earth is he talking about?

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Relic Runners

Relic Runners

In Relic Runners, each player takes on the role of a character keen to exploit and acquire relics that have been unearthed in a long lost part of the jungle. Each would-be archaeologist has a colorful past — retired university professor, former army captain, etc. — and wants to be the first to get their hands on the precious loot to earn the most victory points.

Players must navigate a series of paths in order to visit temples. The archaeologists are restricted in their movement by their access to rations, but thankfully they can place markers on paths to allow them to travel for free in future turns. The players also have a toolkit that can be upgraded in three particular ways to break the rules in some way or offer them an advantage as they move around.

Each time a player visits a temple, he takes a token. Initially the temples offer up victory points or some form of in-game bonus. When the final token is taken, a relic is placed there to be collected. The players earn large victory points for collecting relics of different types (set collection) and players can also earn bonus points for creating long routes and traveling along these to collect relics.

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Review: Relic Runners

Review: Relic Runners

[We’ve found another article Quinns never published! Honestly, that boy was so disorganised. This death thing is a much better arrangement.]

Quinns: Relic Runners knocks one thing absolutely out of the park. It feels like a board game.

The box shows characters falling over themselves in giddy adventure. Open said box and you’ll find it loaded with gorgeous components, from a three-dimensional board to dozens of shiny plastic relics. The game itself lasts an entirely reasonable 60 minutes, and fits as snugly around 2 players as it does 5. It’s all just quietly joyous.

It’s also not surprising. When I profiled Days of Wonder a few months back, I found a company proud of their policy of only releasing between zero and one new game each year. In other words, investing all of their energy in trying to create a second Ticket to Ride, or failing that, a second Small World. They want another game straightforward, accessible and cheerful enough to break into bookshops all over the world. Or maybe not even a game- a brand, something that’ll sell for years.

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