Red7

The rules of “Red” are simple: highest card wins! But “Red” is just one of seven games you’ll be playing in Red7, and if you’re not winning the current game at the end of your turn, you’re out! The last person standing wins the round.

The deck in Red7 is 49 cards: each of the colors of the rainbow numbered 1 to 7. A hand takes just a couple minutes!

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Your Introduction to… Carl Chudyk!

Ava: Welcome to an occasional series introducing you to a single, storied game designer. Today I want to tell you about the games of a man called Carl.

Certain designers have a set of obsessions that shine brightly when you put all their work together. There’s a pattern of passions that unite their work. Carl Chudyk is my my board game design crush, and it’s because he ploughs a furrow that nobody else could. His games are relics from a weirder, smarter world. He builds layered puzzle-systems where possibilities multiply at every turn. They’re challenging to learn, but a delight to wrangle.

It’s odd though. I struggle to recommend them to people, even though they’re my favourites. I don’t like to push people into an experience that might feel horrible the first time round. It’s like asking someone to dive into a river that will be cold until they adjust.

But I want to talk about Carl Chudyk anyway. Once you’re swimming with him, you’ll find something you couldn’t get anywhere else.  You’ll open tiny boxes and find yourself tucking ideas under possibilities and watching your table turn into a sea of systems. You’ll still be finding surprises on your hundredth play.

You’ll get stories. Stories of the time a game felt different to anything else.

These aren’t reviews. There’s no time for that.

Instead I’m going to dissect a few games, pull out a few gutsy details, and see if I can read in the entrails why Carl is the way he is. Why he fills me with wonder and what makes me scream. Take a deep breath. It’s a fast river, you might not be able to get out.

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Games News! 30/06/14

global alien invasion

Quinns: How is everybody? Like something out of Nathan Barley, I spent my Saturday night queuing for an hour to get into a dancefloor that was literally a room with no lights. It was well weapon.

Board game news! Forthcoming Antoine Bauza co-operative stress-fest Samurai Spirit takes the top slot with a publisher image of the finished game (seen above).

It’s only now that I realise Samurai Spirit sounds an awful lot like a mashup of Antoine Bauza’s two other co-operative games, Ghost Stories, where you defend a village of a firehose-like stream of ghosts, and Hanabi, ostensibly a game of fireworks displays where players all hold their cards backwards, in practice a game where you win by following additional rules which the smartest player invents between games.

We didn’t like Hanabi very much. Heresy, I know.

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