Showing posts with label Gamewright. Show all posts
Showing posts with label Gamewright. Show all posts

Monday, April 3, 2017

Stowaway 52 (Gamewright)

It's a rainy, miserable day where I live. I'd rather be home playing games, but instead I am at work. Given the weather today, work will be slow, so I have smuggled a tiny game to work. This is very appropriate given the name of the game - Stowaway 52. Stowaway 52 is the first game in Gamewright's Cardventure series with the second one being called Jump Ship! It is a game 1+ player, age 8+. It take approximately 15 minutes to play and retails for approximately $12. In this game,  you have snuck aboard an alien ship that is trying to attack earth. Only you can stop this deadly assault. You must make careful decisions, because failure is lurking around every corner. Will you succeed or is all of humanity doomed?

Setup
1. Separate the cards into four face-up piles, according to card color.
2. Choose a pile. Pick any card within the pile to start your adventure.
3. Put this card in front of you to start your story pile.

Game Play
1.Read the card on the top of your story pile.
2. Read the two options at the bottom of the card and pick one.
3. Find the card related to the option that you chose. (Note: You can find it by color and number.)
4. This new card goes on top of your story pile, unless it is an item card. Then, it goes in a different pile.
5. The game ends when you select an option that leads to a card you already have in your story pile. Add up the points on your cards and find the ending that corresponds to your total. (Note: All endings are bad unless you get a score of 300.)
Review
Gamewright is big on producing games that tell stories. This was true with Rory's Story Cubes and holds true with Cardventures as well. This game is essentially the equivalent of a Choose Your Own Adventure book, only its medium is a deck of cards instead of a book. With each action you take, you grow one step closer to victory and also one step closer to defeat. This game is really great for kids as it encourages creativity and critical thinking. Which decision will best help you succeed? Which will lead you to an early demise? The packing with this game is simple, yet elegant, as it has a smaller box sliding out of a sturdy sleeve, kind of like a book. The cards are of high quality and large in size and font. My son is only four years old, so he needs some help playing this game, but he loves it nonetheless, when I read him the story and he gets to make decisions on his own.

This game was provided to me for free by Gamewright in exchange for an honest review.

Thursday, December 1, 2016

Imagine (Gamewright Games)

Today, I'm finishing up my week of game reviews of party games. These are games that can be played and enjoyed by both casual gamers or your family who never plays games at all. The game I am reviewing today is Imagine from Gamewright. Imagine is a game for 3-8 players, ages 12+. It takes approximately 30 minutes to play and retails for $15.

Setup
1. Arrange all transparent cards in a large circle.
2. Put the tokens within easy reach.
3. Shuffle the Enigma cards and place them face down in a pile.

Game Play
1. Draw an Enigma card. Have a random player call a number between 1 and 8,
2. Read the Enigma's clue aloud, i.e., Movie or Object.
3. Create an image that matches the Enigma using as many transparent cards as you need. (Notes: You can hide images of the cards with your fingers, combine cards, etc. You may not make any kind of noise that would be a hint, mime, or make letters and numbers with the cards.)

Scoring
The first player to guess the Enigma and the player who placed the transparent cards each earn one point and take a token in front of them. While there is no time limit, if no one guesses for a while, end the round and no points are awarded. Repeat the game play steps until each player has managed to get the other plays to correctly guess two Enigmas.

Review
I really wanted to like this game. The transparent cards with images on them to make more images is a very clever idea. However, I felt the images on the cards were much too specific. Instead of generic lines and shapes, you are given very specific images like umbrellas, cars, trees, etc. I will be the first to admit that I am not creative in the least, so I thought maybe the game just didn't resonate with me. However, I let my wife (who oozes creativity) try the game without giving her my thoughts on it first, and she too found the images much too specific and hampering. My son is unfortunately too little to play this game as it is intended to be played, otherwise I would share his opinion as well. If you can find this game on sale and have some kids 8-12, give it a try with them. If you, just want the transparent cards for re-purposing into something else, you might also want to get this game. Otherwise, I didn't really enjoy a game that I really wanted to enjoy.

This game was provided to me for free by Gamewright in exchange for an honest review.

Thursday, February 11, 2016

Rolling America and Rory's Story Cubes (Gamewright)

There's something about dice in a game that enhance the value in my book. For starters, it makes the game feel more tactile and hands on. There's no feeling in a game like picking up a handful of dice, chucking them, and seeing your fate randomly determined. In Monopoly, it can be the difference between Community Chest and Boardwalk with a hotel. In Yahtzee, it can be the difference between Four of a Kind and having to zero out your Yahtzee space. Each scenario could ultimately cost you the game! Today, I would like to tell you about two particular offerings from Gamewright that rely solely on dice. So let's roll the dice and get started!
Rolling America could be considered a micro game (fits in your pocket) and a filler game (15 minute play time). It is for ages 8 and up; retails for $12; and accommodates any number of players including one. Included in the box are a dice bag, seven dice (Red, Blue, Yellow, Purple, Orange, Green, and Clear) and a pad of maps of the United States with regions in the six colors previously mentioned (not Clear). The map is your game board and where you will be placing your dice rolls. To start out the game, place the seven dice into the bag, and the first player draws two dice out. He/She rolls the dice and then places the number on each die in a corresponding colored box on the map. The clear die is a wild color and can be used for any color. The next player then repeats the action of the first player, choosing two new dice out of the bag to roll. The third player follows suit, and that ends a round. As you can see, only six of the seven dice are rolled per round, and there are eight rounds total. This all sounds simple enough, but the I haven't told you about the biggest strategy element of the game. You cannot place a number next to another number unless it is within +1 or -1. So a 3 could be surrounded by a 2, 3, or 4. However, there are three different "power-ups" that can be used three times each to help you. These power-ups including color change, duplicate a number, and guard. The first two are self-explanatory, but guard means you can put an "illegal number" (a 6 next to a 2 for an example) on your map and circle it, so you remember it is guarded. If you can't place a number legally and are out of power-ups, you must place an X on your map. After all eight rounds are complete, you count the number of Xs you have and the fewest win. The first time I played this with my wife, I got creamed, but I have gotten better. Unfortunately, so has she! :) A lot of people might not like the random nature of dice games, because it does require good rolls or a bit of luck to get the numbers you need. However, the "power ups" and the ability to choose where you place the dice results add enough strategy to counter the randomness of dice rolls and create a nice strategy-luck balance. This game is clever in design, easy to learn, quick to play, requires logical thinking, and also a bit of luck. It's definitely worth checking out!

Besides being an excellent game mechanic, dice can serve another function. They can tell a story! No company has achieved the ability to tell a story with dice like Gamewright and their Rory's Story Cubes product line. The original version of Rory's Story Cubes were a box of nine dice with different images inked in black (Ink color will be important later) on every side. This created 54 unique images that could show up with a shake and roll of the dice. Due to the low price point ($10), box, the quick playtime (15 minutes), and the low age required to play it (8 years old), several expansions were released - Actions and Voyages. Actions and Voyages each come with nine dice, like the original, with their ink color being blue and green respectively. You could then choose to use these sets individually, add three of each version for a total of nine, or roll all 27 together to create 162 possible images that can come up on the dice. Having these three versions of Rory's Story Cubes felt like it created infinite possibilities, and I was content, but puzzled why they stopped with these three boxes. Apparently, I was not the only one who wondered if we'd ever see another expansion, because this amazing product has seen a recent rebirth.

In addition to licensing Batman to make a Dark Knight version of Rory's Story Cubes, Gamewright has released three mini-expansions called Rory's Story Cubes Mix with at least another three on the way. The first three mini-expansions are Clues, Enchanted, and Prehistoria in the colors purple, pink and green respectively. Each of these Mix sets comes with three dice, as opposed to nine, with a price point of $5. As with previous versions, you can mix-and-match to suit your fancy, and while making a monster set of 36 dice may be tempting, your story might not make a ton of sense. However, that might be okay with you, because you wanted to do a CSI: Fairy Tale Land. The other three coming out later this year are Intergalactic, Medic, and Score (sports related). I've seen others on Amazon, but can't confirm or deny their validity, so I won't bother mentioning them yet, as I'm not one to spread rumors.

I cannot begin to express how much I LOVE Rory's Story Cubes! I have been buying and recommending these dice for years. In addition to making a fun game out of the dice, they are also excellent teaching tools that can be used in the traditional or homeschool setting. In fact, that is the reason I bought them in the first place. My wife and I have kicked around the idea of homeschooling before, and I thought these dice would be perfect for an English/Creative Writing class. Just grab a handful of dice, roll them, and make a story out of them. In addition to a formal writing assignment, they can be used as an icebreaker in a classroom or social setting. First date and want to know if your guy/girl is a keeper? Bring the dice and see how they respond.With Rory's Story Cubes, not only are the story options limitless, but the personal uses you'll find these dice are equally limitless. With the addition of Batman to the product line, I'm curious to see if they will continue to license other DC superheroes, like Superman, or other things in general. Only time will tell!

Some of these products were provided to me by Gamewright, and some came from my personal collection. If you found these reviews helpful, please click here and/or here and hit Yes!