We Review Spot It!

By Firestone When it comes to board games, if there’s one question I’m asked more than any other, it’s “Where do you get these games?” Usually I have to tell people that they can get it on Amazon (if they’re lucky), and on online retailer or game store if they’re not lucky. That’s why it’s great when I can tell people that a fun game is available at their local Target store.

Spot It! comes in a round tin, and it’s just 55 cards with symbols on them. Each card has 8 different symbols on them—from a larger pool of more than 50 symbols. In the basic game, you’ll flip over two cards, and whoever can first spot the lone symbol they each share has to call it out, and then that person gets the card. What’s hard is that the symbols aren’t just different from card to card, but they vary in size, too. A ladybug might be gigantic on this card, and tiny on that one.

The game comes with many ways to play—but they’re all versions of be-the-first-to-spot-the-matching-symbols. Our favorite is called The Tower. Each player gets one facedown card; the rest of the deck is placed in a faceup pile in the middle of the table. At the same time, each person turns his or her card over, and then everyone has to find and call out the symbol their card and the center card has in common. Each person will have a different symbol that matches the middle one. If you win, you get the card and add it to the top of your pile. That will reveal a new card from The Tower, and you look for a new matching symbol. When The Tower is gone, you count up cards, and whoever has the most cards wins.

It plays from 2 – 8 players, the rules are super simple, and it’s really portable, so this would be a great game to play with a group of teenagers. Or your family.

So the next time you’re at Target, consider Spot It! It’s fast, fun, and cheap, and portable. What more could you want?! Thanks for reading!

Of Dice and Cars - A review of Dicey Curves

-by JeremiahMatt Worden of Matt Worden Games was kind enough to send me a review copy of his racin' and rollin' dice game Dicey Curves. I finally had the chance to pull it out and give it a test drive. Want to know what I thought? Good, keep reading... The Basics - The player’s turn breaks down pretty simply for this party game of up to 8 players: Roll Dice, Move Cars, and Gain Control Chips (if possible). Each player rolls at least 5 d6 (Six sided dice) on their turn, and for every 6 you roll, you get to add an extra d6 and re-roll both the 6 and the extra die. You then group them up in pairs, triples, doubles, etc. (pairs consist of either of matching numbers or sequential numbers). Having a triple allows you to move a race car along the track 3 "spots", a quad 4 spots, etc. You can play a single, but it will mark the end of the movement of that car for that turn (players can -and should- control multiple cars in a game, if there are less than 8 players).

Control chips - allow you to do some nifty maneuvers depending on the phase of your turn. If you're rolling dice you can add a d6 set to any number 1-5, or re-roll any amount of dice already in play. If you're moving cars already they give you the ability to continue playing dice after you've played a single; juke, which switches spots with a car next to yours; or take control of another player’s car. I mostly found that using them to continue playing dice after a single allowed for optimal use of your dice in a turn and didn't use them for much else while moving cars. You gain control chips by turning in unused dice at the end of your turn.

The Race Track - is made of cards revealed at random from a shuffled deck. There is no set length to the race, you simply tuck the finish line somewhere in the deck and fire up your engines. The track consists of three elements, Spots, Paths, and Gates. Spots determine how far you can go depending on the dice groups you roll, Paths determine how you move between spots, and Gates are essentially roadblocks that require a specific group to be played before allowing the racer to pass. The Gates simulate the degree of difficulty for certain turns or areas of the track, requiring racers to throttle down to navigate. There is also a suggested variant for setting up the track first in a circle around the table, but I found the uncertainty of not knowing what was coming around the next bend more exciting!

My Final Thoughts -I definitely recommend playing the game with as many cars on the table as possible. We found that with only 4 cars in the race it was very easy for a player to pull out to a lead and never look back. It's also important that the deck gets shuffled well!! I can't stress that enough, as a section of our first walk through yielded a Straight Away or Wide Open card 7 out of 8 pulls which added no challenge to the game. I wasn't a huge fan of the artwork either, but the components were overall what you'd expect from an indie publisher and the game itself holds up well.

What I took away from Dicey Curves was a quick moving, fun party game, the control chips were well thought out, and remove a good chunk of randomness from the game and inject a healthy shot of strategy into a game that would otherwise be completely left to the luck of a roll. The Dicey Curves expansion Danger! Was just released, I'll be reviewing that soon, so stay tuned! You can grab a copy of Dicey Curves right here!

Looney Labs Launches a Kickstarter!

A few days ago the folks over at Looney Labs, headed up by Andy Looney, launched a Kickstarter campaign for the deluxe edition of "Are You a Werewolf?" If you haven't played the original game, it's essentially a werewolf version of the classic party game "Mafia," but uses cards to assign roles instead of an Moderator-type person. The deluxe edition, is actually pretty clever. It uses those little picture viewers they try to sell you at every theme park in the world. So instead of being handed a card, that could be marked/nicked up, you grab a picture viewer, take a peek and see who you are. I imagine these picture viewers could get nicked up too, but I would think they would be more durable, and it's pretty much impossible for someone to "accidentally" look at another players role.

Personally, I'm a fan of the old school Mafia game, but this could be a cool way to facilitate a Mafia game, instead of the old "if I tap you on the head you're the Mafia..." routine.

You can check out the Kickstarter page RIGHT HERE.

And as always, thanks so much for reading our little blog, we truly appreciate your support!

What's It to Ya... The Winner is Announced!

Well a few weeks ago we reviewed a nifty little game called "What's it to Ya?"—a game that, on the surface, is a fun, laugh-producing party game. But for those in ministry, it can also be used as a powerful teaching tool. Click here to check out our review. We also launched a contest for the game, and entries were taken through our Facebook Page.

Well today on Random-Draw.com we've selected our winner!

And the winner is!

Scott Cohoon!

...and there was much rejoicing.

Scott, thanks for entering, and please tell all your friends how nice the folks over at TOG are!

Fluxx—No Capacitors Needed!

Review by Jeremiah In 1997, Andrew J. Looney better known as Andy Looney released Fluxx, through his upstart gaming company "Looney Labs." Since then the game has taken off, generating four different editions of "Original Fluxx" and spawning seven different versions of the game, each with its own unique theme and flavor. Not to mention the available expansions for most versions.

We'll be posting reviews of the versions at a later date, but today we'll just cover the original version, known for being the "ever changing card game".

Yes, the game Fluxx, is in a constant state of Fluxx; if you're like some of my gaming friends, honestly this may not be the game for you. The randomness and unpredictability of this game has claimed many a casualty over the years. At the start of the game there is literally NO WAY for anyone to win. The rules are simple: Draw one card, play one card. Through the course of the game, the cards that are played determine the rules, game-play, and goal of the game.

There are several types of cards that can be played -

New Rules: These add different rules to the game; they can be as simple as how many cards you draw/play. Or in some versions they may dictate the type of accent you must speak with in order to gain the ability to draw more cards or gain some sort of advantage.

Actions: Play these cards and do what the card says. They often let you swap a currently desirable card with another player, or snatch that "Rules Reset" card from the discard pile so you can get rid of the large pile of new rules that takes an engineering degree to keep track of.

Keepers: Simply a card is played in front of you that remains in play until something happens to rip it from your clutches. These are often the cards that Goals cards will refer to as an objective for winning the game. By having the right pair of Keepers at the right time you can claim victory, or not. Keepers are typically a card that represents an object: Money, the Sun, Brain, Cookies, Time, Rocket, etc.

Goals: Finally, we know how to win the game! Goals generally require players to have a certain pair of Keepers in front of them in order to win.

Yes, you can win this game by having Milk and Cookies.

Creepers: Creepers are a newer concept to the Fluxx franchise; these are literally cards that creep right out of the draw deck and into your play area. They keep you from winning the game (unless, of course, the current goal, or a New Rule states otherwise), and are a general nuisance. There are only a total of  four of them in Original Fluxx: War, Death, Taxes, and the ever present and dangerous Radioactive Potato!

Most gamers love and/or hate the fact that you constantly have to rethink and adjust your strategy during the game. You could literally be holding the card that would guarantee your victory, and by the time your turn comes around the goal has changed 3 times and someone has stolen that card from you anyway. It is also quite possible that the rules will dictate that you play a card that instantly claims victory...for another player! It happens—deal with it!

This is a great family/youth/group game that supports up to 6 players, and is generally a quick play (I've played games that last as little as 3 minutes or have gone up to 35 minutes). It sells for under $20, and because of the random aspect it has a pretty high ceiling in terms of re-playability.

In case you haven't picked up on this, Fluxx isn't a game for everyone. If you feel the need to plot your strategy out 3-4 turns ahead, you will probably get a little flustered with the game, but for some quick-moving, light-hearted, think-on-your-feet, silly fun, it can't be beat.

More Free Stuff!

Earlier this week we reviewed a fun little party game called, What's it to Ya? Today we launch a contest to win yourself a free copy!

So, here's how it works, it's pretty simple, just follow this link RIGHT HERE! And like our Facebook page to enter! And that's it!

We'll close entries at midnight on Friday Aug. 3rd, so head on over and get your entries in!

Thanks for reading! We'd love to hear your feedback on what's going on here at TOG, please leave your comments here, or on the Facebook page!

And don't forget to follow us  on Twitter, we'd love to chat with our readers! @JeremiahIsley, @Firestone and @TheologyofGames

 

 

What's it to Ya?

No really... "What's it to ya?" Today we're looking at "What's it to Ya?" a nifty little party game about "What matters most." Shortly after the blog went live we were contacted by Mike Petty, who designed the game not only to entertain but to get families, students, and folks in ministry talking about priorities and, well...what matters most. He sent a few copies our way, and so today we're taking a look at the two distinct sides of this coin.

The Game - The game-play is simple; it truly is a party game. But because of the

simplicity, Petty was able to include 3 different variants of the rules, Individual play, Partnership play, and "What's it to..." Any way you play it, the idea is the same. Players will be ranking 5 item cards from highest to lowest in importance to them.

The Items - Think of these like Apples to Apples green cards. Only not so much in the specific or proper nouns that they deal with, but more generalized concepts. Anything from anti-drug laws, to prayer, to clothes, to leadership or numbers.

Ranking Cards - each player (or partnership depending on your preferred method of play) will be given a set of 5 ranking cards. These simply have a rank of A-E on them. One set will be used on the table.

Game-Play - We'll start with the partnership game, this is the version that seems to get off the ground quicker and creates some fun and insightful and "I can't believe you think that!" moments at the table.

So here's how it works, you'll set up by handing out ranking cards to the teams, and then put one set of ranking cards in the middle of the table. Then you deal 5 items from the deck, placing each of  them next to 1 of the 5 ranking cards.

While writing this I just drew 5 random cards, so the table would look like this:

A - Realistic Expectation B - Family C - Electricity D - Pleasure E - News

Now, the teams decide who will guess and who will be "The Boss" first. (And yes, you will probably hear "like a boss..." more than once because of this) the boss takes the ranking cards and places them in order of importance SECRETLY,  in their own personal ranking from left to right. You then take turns having the team's "guesser" try to guess the order, starting with most important. The team with the most matches scores a point for that round. If there's a tie, each team gets a point. And if you go 5 for 5 you score 2. Players switch roles and you do another round. You can play as many or as few rounds as you want, they suggest a game to 7 points though.

By nature of elimination you'll find that to score 5 of 5 is really only to score 4 of 5, because once you've scored the 4th there is only one answer left. It's still a difficult feat, but it's not a true 5 for 5...

The Individual Game - This variant operates the same way, but the scoring is different, instead of players guessing to match their partner, they instead individually rank the items, and score by having the most popular answer.  In my above example that means if there are 5 players and 3 say Electricity is the most important then they score that card for the round - and a healthy amount of quizzical looks from around the table - again having the most matching popular answers scores you a point for the round, and a 5 for 5 scores 2.

The What's it to...? Game - This version is more of a just-for-fun version with no real scoring. In this version you put someone in the "hot seat" as it were, and they are given a set of ranking cards. Each other player is trying to guess the order of the items as ranked by the person in the hot seat. Players take turns being in the hot seat and are asked to be honest about their ranking, not just to try and throw everyone off!

The Teachable Moments - As I said above, there's more to this than just the game-play, and that's the heart of what this game is about. Is it fun? YES! The group of students I played this with had a blast, and asked to borrow it from me! We had many laughs, and a few cringing moments when someone guessed wrong. But the conversations that can come out of the game are numerous; after a few rounds I had the students make their guess for their partner and also tell why they were picking that item in that rank." I could also easily see using the game with pre-determined items, and revolving a series of Sunday school lessons around those items and the priorities we place on them.

The Bottom Line - For a party game "What's it to Ya?" is exactly what I look for in party games: super light in terms of game play and mechanisms. With little to no housekeeping. It supplies good entertainment and lots of laughs, whether you want to laugh or take the conversation deeper it sets the table for both! If you're a parent, a small group leader, or a person in ministry I recommend grabbing a copy and starting some conversations with the people you love.

You can pick up a copy of "What's it to Ya?" Super cheap RIGHT HERE!