Review: Deception: Murder in Hong Kong

Quinns: After playing co-operative social deduction game Deception, the proof is insurmountable. The 21st century police force is the greatest board game theme of all time, not because it works so well but because it doesn’t work at all.

Back in our eighth ever podcast we talked about Police Precinct, and while we had a terrible time with that game we were endlessly amused because we seemed to be playing the cast of Reno 911 on the set of The Purge. Then last year I finally got to try Good Cop Bad Cop, where in one memorable turn I confiscated my colleague’s coffee as evidence, downed it in one gulp, then shot them.

But with a name like “Deception: Murder in Hong Kong” and brooding, maroon box that includes a handful of plastic bullets, you might assume that this, at last, is a serious game about law enforcement.

You couldn’t be more wrong. I’m thrilled to say that Deception is every bit as silly as those others, and it’s also the best game of the three. Come for a ridealong with me! You’re statistically unlikely to be shot.

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Review: Both of Cash ‘n Guns’ expansions!

Pip: In order to assess the two Cash ‘n Guns expansions I’ve spent a couple of evenings luring friends to my house with the promise of nachos, homemade chilli and foam guns. One time there was even banana bread. That was the tastiest heist. ANYWAY! I am now in a position to tell you all of my opinions on More Cash ‘n More Guns, and Cash ‘n Guns: Team Spirit. Also I have a terrifying foam arsenal which makes me look like I’ve joined the foamy NRA.

And so! Here’s a brief explanation of the base game in case you’re unfamiliar: Cash ‘n Guns is a party game about dividing the loot from a heist. You all play one of the ne’er-do-wells involved in the heist, each armed with a foam weapon, and you’re trying to end up with the most loot. Every round loot cards are dealt onto the table, the players pick a live or fake bullet which they play face down, and then point their foam gun at another player. They then have the choice to duck out of the round, avoiding injury but missing out on loot or staying in and risking injury but also potentially being part of the loot-sharing. There’s also a godfather role which can move around between players and does things like giving that player the ability to tell someone to shoot at someone else.

You can imagine that the foam guns help with the role-play and people get really into the theatricality, pretending they’re in Reservoir Dogs or attempting accents. (I don’t do accents because I know my limits. Cockney ends up somewhere in the West Country, Welsh is somewhere between Indian and Northern Irish, and Russian is some kind of pan-European road trip as the sentence goes along.)

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Review: Sushi Go Party!

Quinns: Ever since I first squeaked about Sushi Go in my 2015 Corner Awards (and dust off your tux, because I’ll be publishing the 2016 Corner Awards any week now) this little game has become loved by my friends. Throughout this year, at the end of a game night when everyone has the happy-sleepy feeling that comes from digesting a two drinks and a big game, and I can’t be bothered teaching Mundus Novus, Sushi Go makes a natural end point for the evening.

More specifically, it’s Sushi Go Party! that we play. This is the enlargened, deluxe-ified version of Sushi Go! that offers all sorts of new takeout boxes, rueful rolls and playful puddings for you to experiment with, as well adding a board and little soy sauce score-trackers. The original Sushi Go was a delicious-looking package, but Party is positively mouthwatering.

But here’s the thing. I’m not sure Sushi Go Party! is as good as other simple, small-box classics you might end a night with, games like Welcome to the Dungeon, Incan Gold or Parade. So why do I keep playing it… ?

It’s a frosty Wednesday, I have a hot cup of coffee and I’m feeling optimistic. Let’s go deep on this one.

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SU&SD Play… One Night Ultimate Vampire!

Happy Halloween y’all! To celebrate this most fiendish of holidays Paul’s brought a game back from the dead.

SU&SD first covered Werewolf with Matt’s candlelit review. Since then we’ve fallen in love with One Night Ultimate Werewolf and its standalone sequel, Daybreak.

Today Paul investigates the next game in this undying chain. One Night Ultimate Vampire significantly en-complicates the series we know and love. Can it possibly survive?

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Review: Captain Sonar

In honour of the Rio Olympics Games, Quinns has done a review about diving! Just like in the Olympic Games, Captain Sonar is a contest where two teams dive beneath the seas and try and destroy one another with high explosives, drawing one another’s movements on sheets of acetate.

If you regularly play games with a group of six-plus feisty men and women then you’ve got to watch this video. Captain Sonar isn’t just fun, it’s like nothing else you’ve ever played. And even if you can’t get those numbers together, Captain Sonar will do backflips to accommodate you. Literally.

Have a fantastic weekend, everybody.

Captain Sonar should be arriving in shops any day now. Pre-order at your local retailer to avoid disappointment!

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Double Feature: Parade & Incan Gold

Incan Gold

Quinns: You know double-yolk eggs? Those rarest of treasures that whisper “It’s all going to be ok” up from the pan? Well, today you get a double-review! Enclosed within the brittle shell of this article are not one, but TWO of the greatest card games we’ve ever played, full of fatty fun and caloric goodness.

Please ensure your credit card is secured in your official SU&SD fast-draw holster before continuing. We’re serious. These games are very, very good.

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SU&SD Play… Concept

SU&SD Play... Concept

What would it be like to live in a world without words? How difficult might it be to communicate the idea of a person, an object or a work of art through nothing but a collection of slightly ambiguous icons? How would that even go?

If you think the answers to those questions, in turn, are “Pretty awkward!” “Very difficult!” and “It would be a disaster!” then you’re already primed for our first playthrough video of 2016. Paul sat down with some of his friends, a copy of Concept and some very simple rules:

  1. Divide into two teams of two.
  2. Play to a two minute turn limit.
  3. Choose the card (though not the exact concept) the other team must play.
  4. Play the game on the middle of its three difficulty levels. That should be fine, right?

This is what happened.

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Review: Mafia de Cuba

Mafia de Cuba

“The Resistance” are sacred words around these parts, as in “Werewolf”. These games of lying and double-dealing have defined Shut Up & Sit Down. The thought of a brand new new hidden role game entering the genre is almost unthinkable!

Until today. Mafia de Cuba doesn’t just look good. It feels good. It sounds good. It smells tolerable. Of course we had to check it out.

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Review: Codenames

Review: Codenames

Quinns: In an age where we can fit dice on rings and hold Battlestar Galactica LARPs in decommissioned warships, team SU&SD has learned that rules can only hold us back. The only rule we have left is that before we review a game, it has to be available for our readers to buy it.

Today, we’re breaking that rule!

Codenames was the smash hit of Gen Con this year. It’s still perched happily atop BoardGameGeek’s “Hotness” sidebar, it sold out despite having a terrible name and a terrible box, and it’s the game I heard most people gossiping about. Under such crushing hype, and knowing that articles will soon be flowing in, today we’re offering our review early.

Let’s start with two words: Vlaada Chvatil.

Then another five: He’s done it again.

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