There's then chat about the hot new roll'n'write Corinth (10:08), the superlative expansion A Feast for Odin: The Norwegians (18:36), an additional superb expansion, Space Base: The Emergence of Shy Pluto (27:32), the oh-so-nearly-a-SU&SD-video-review Monolith Arena (32:42) and the fantastically inventive game Alone (43:52).
Finally, the mailbag returns! We chat about which games offer the best emotional rollercoaster of feeling very clever, and then very dumb (01:05:27).
In this episode Matt and Quinns share their experiences with Wingspan (you'll find the NPI review here), Chronicles of Crime (our SHUX Preview here), Franchise and Woodlouse Chaos, before strapping on their tuxedos for the annual Pearple's Choice Awards, which we last celebrated back on podcast #73.
Who will win Best Game? Best Production? Best Designer? And will SU&SD's audience finally decide that mum and dad... are bad and wrong?
Enjoy the show, everybody, and thanks again to clg6000 for putting these awards together on our forum.
Quinns will be writing a piece next week about games more suited to those who already love the hobby, but as part of our ongoing mission to convince the world that board games are great, we wanted to put together an easy resource for the question we seem to get almost all the time: “What game should I buy to play with my family?”
If you’ve been linked to this by someone else who loves board games, hello! We’ve put this list together as both a video and a written list. Enjoy!
Matt: Greetings Holiday Humans, it’s time to mildly panic as you realise that family will soon descend upon you like a flock of seagulls to a discarded ice-cream. Rather than trying to explain your job to relatives to the point that you might have a mental breakdown, we’d recommend playing board games instead.
These are the 15 best big-family games: all play with at least 6 people, and most can handle 8. In no particular order, let’s go!
The thing is, the boys have finally played Container, a ridiculous economic game that'll be enjoying a similarly ridiculous new "Jumbo" edition in July. This podcast also contains chat about Decrypto (see Paul's recent review) and Medici, each of which deliver big experiences in small containers.
Finally, we spend a whopping 25 minutes discussing two games: Brass: Lancashire, which is the new edition of classic game Brass, and Brass: Birmingham, the hot new "sequel". We've now played both of these much-anticipated games, and you know what? Going against Quinns' Brass video review, Shut Up & Sit Down can finally recommend Brass. But you'll have to listen to find out why...
But that’s Decrypto for you, a game of discord and deception that somehow ends up fraught, funny and absolutely fantastic. It sets you the simplest of challenges and creates the most convoluted complications as you and your friends try to tell secrets out in the open, right in front of each other.
In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team's four words are 'pig', 'candy', 'tent', and 'son', then I might say 'Sam-striped-pink' and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure.
Starting in the second round, a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3, I might now say, 'sucker-prince-stake'. The other team then attempts to guess our numbered code. If they're correct, they receive a white mark of success; if not, then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.)
The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins.
But today I’m handing out slices of something even sweeter. I am, of course, talking about The Games News. We kick things off with the announcement of Decrypto, a team game of announcing coded messages to your team while racing to decypher the other team’s cypher.
...And I have only this second realised that “cypher” is the root word of “decypher”. That’s probably an indication that I’m going to suck at this game.
One thing I have deduced, however, is that Decrypto is almost certainly inspired by Codenames. Not only does it - like Codenames - play up to 8 players on two teams and feature a mechanic whereby a wrong move could instantly lose you the game, you are sending literal codenames to one another.