Come Play With E! Click Click Boom Edition

A review copy of Click Click Boom was provided by Thing 12 Games.  We would like to thank Thing 12 Games for supporting our blog.  All thoughts, comments, and pictures herein are our own.

When it comes to playing games with Emmy, we are open to trying all sorts of new things.  We have played tactical games, worker placement games, tile laying games, and even classic games.  The one type of game we had yet to dabble in was deception and bluffing games.  That all changed when Click Click Boom showed up on our doorstep…

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Click Click Boom, designed by Sean Epperson, illustrated by Diony Cook Rouse, and published by Thing 12 Games was brought to life through a successful Kickstarter, promptly winning the 2017 People’s Choice NW Luci Award.  It plays 3-6 players in a quick 15 minutes or so, although we have not yet played with the full 6 players.  The theme of a old west saloon showdown is made kid and family friendly with the inclusion of cute, cartoony animals.  The cards are simple to understand and made easier by color coding, also making easily accessible to everyone.

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The game play starts with each player choosing their character card.  Characters include a jackrabbit, fox, horse, raccoon, bull, and coyote.  The Kickstarter edition adds an armadillo and buzzard to the mix.  The character cards are double sided, one side of the character ready to play, and the other, the unfortunate effects of the “boom” portion of the game.  Each player also receives a Character Ability Card that lists the special ability available only to your character.  Each player is then dealt 3 “Click” cards, 2 “Stolen” cards, and 1 “boom” card, along with 1 gold coin and 8 silver coins.

Once the starting cards and coins have been dealt each player pays one silver coin to the center of the table, shuffles their 6 cards together, and fans then out facing away from them.  Yup, that’s not a typo.  Your hand is held out facing away from you.  The player to your left will choose one card for you to play, placing it face down on the table.  The player on your right then does the same.  Play moves around the table until all players have two cards in front of them.  Each player must then choose one of those cards to play, simultaneously revealing them after saying “3… 2… 1… Shoot!”  All cards are then revealed and resolved.  “Click” cards require  you to pay one coin to the center.  “Stolen” cards require 2 coins to be paid to the player who chose that card for you.  Players who revealed “Boom” cards flip their character cards over to the blown up side, and are removed from the remainder of the round.  Surviving players then pass a card to the player on their left.  This card can be the unplayed card left in front of them, or a random card from their hand.  All cards are passed face down and are then shuffled into the receiving players hand.  The turn order now changes, you will begin by asking the player from the right to choose a card to play, then the player to the left.  The game continues until there is only one player left or all remaining players only have one card left.  The coins in the center of the table goes to the remaining player or players.  The nest round begins with all players adding coins to the center, one coin if you were exploded, or two coins if you survived.  The player with the most coins at the end of three rounds is the winner.

The components are well done.  The character cards are adorable.  The animals go well with the Western theme, and the art style is perfect for this game.  The cards themselves have a linen finish that makes them easy to shuffle.  The included coins are made from a thick cardboard that has handled well through the multiple games that we have played so far.  We love the look of the coins, they are bright and bold, and fun.  Everything about this game screams family time, and it does not fall short.  We have had a “blast” playing this game.  Every time it comes to the table it is joined by laughter and good times.  Emmy laughs the hardest when someone picks a “boom” card, happily turning their character cards over for them.  I also love that the turn order card is made of cardboard, making it stand up nicely to being passed around.  It gives it a nice feel, it was something I was not expecting.  Little things like that really get me sometimes, weird, I know, but true.

Click Click Boom is very easy to learn, quick to play, and loads of fun.  This game had my daughter actively laughing out loud for the majority of the game.  We have introduced this game to a few people, and almost every time they request another round.  And then another, and another.  You get it.  It’s addictive, it’s fun, and it really brings people to the table to see what all the laughing and trash talking is about.  If you are looking for a fast, fun, family game that is guaranteed to make you laugh, then this is your game!

Emmy’s Take:

“I want to tell you that Click Click Boom was a really fun game!  I liked being all the different characters.  I loved picking the BOOM cards.  Here’s a secret, I usually pick the BOOM cards.  You should try it sometime, it’s a great game.  Bye friends!”

Click Click Boom gets a solid:     img_54531.jpg

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… Save the Revolution!

A review copy of Witches of the Revolution was provided by Atlas Games.  I would like to thank Atlas Games for supporting my blog.  All thoughts, comments, and pictures herein are my own.

I teach kids for a living, and in all the grades that I have taught, from time to time, we discuss the American Revolution.  It’s kind of a big deal, and we usually go into great depth when discussing it.  It’s a great story, a rag tag group of inexperienced soldiers takes on the biggest and baddest military in the world, and wins!  We all know the basics, right?  Wrong!  Recently I learned something about the Revolution that I never knew before, a great secret the textbooks and our Founding Fathers didn’t want anyone to know… the balance was tipped in our favor… by witches!

In Witches of the Revolution, designed by M. Craig Stockwell, and published by Atlas Games, you take on the role of a leader of one of these covens, helping this rag tag group overcome the tyranny that suppresses it, leading the way to eventual freedom.  To do so there will be many obstacles that you must overcome, in the form of an event deck.  Acquire too many events at one time or run out of time (events), and you will be overwhelmed, falling to the enemy!  The balance between liberty and tyranny must also be closely watched, for it you fall too far into the grasp of tyranny, the revolution is lost!  All is not bleak, your coven has four objectives they must complete, finish these quests and you are sure to be victorious, earning your freedom!

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Witches of the Revolution, a cooperative 1-4 player game, is an interesting take on one of the biggest and most important times in American history.  The idea that witches helped tip the scales in the favor of the American people was a theme that I was immediately attracted to.  I mean, come on, revolutionary witches?  The irony of Salem looming on their horizons?  How could I not be interested?  The event and objective cards contain cool illustrations depicting events from the Revolution, some real and some fictional.  The theme comes through with the cycles of the moon, the cool illustrations, and even the Tyranny Track.

The games is played over a series of 5 rounds, starting with the Add a Recruit phase, in which a new card is added to the leftmost Recruit space on the board.  If there is a card already occupying this space all cards are shifted to the right.  If there are already three cards occupying all the spaces, the rightmost card is discarded.  The next phase is the Add an Event phase.  As in the previous phase a new card is now added to the Event space on the board.  Any cards already in the Even area are shifted right.  After a card is added players check to see if moving an Even card triggered any Liberty or Tyranny icons.  Players also check to see if the last card has been moved into the end game slot for their number of players.  If the end game has not been triggered players move on to the Act and/or Recruit phase.  In this phase players may play card to overcame any available events, clearing them from the board.  They may also, optionally, decide to recruit a new card from the Recruit area.  Next is the Discard phase in which the active player may choose to discard any number of cards from their hands.  Last is the Draw phase, this is also optional, and at times may be beneficial not to do so.  If a player chooses to draw, they must draw up to five cards.  Play continues until the players have won the Revolution, completing the four objectives, or have succumbed to Tyranny, by reaching maximum Tyranny, having the Event cards reach the loss space, or adding the last card of the Event deck to the Event line.

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There are some interesting choices to be made within the game itself.  I mentioned earlier that a player may choose not to draw up cards, this causing them to reshuffle their deck.  Shuffling the deck causing the moon token to advance on the Moon Track.  As the moon rises higher and higher, the cost of resolving events does as well.  Events are resolved through playing a certain number of icons, found the Recruit cards.  As the moon rises this will increase the number of icons needed to satisfy these events, making the game harder to overcome.  Adding Recruits to your deck is another interesting decision.  A departure from traditional deck builders, Witches of the Revolution requires you to banish, or discard, any cards uses to pay to recruit a new card.  Banishing cards can thin out a player’s deck quicker than they like, causing quicker reshuffles, and more moon movement.  The Liberty track also affects the game, as the token moves down in Tyranny.  As the war tips in the wrong direction it becomes harder and harder to recruit new people to help you win this war.  Taking away recruiting discounts, increasing Recruit costs, and eliminating the ability to recruit altogether, once again, making the game that much harder to win.

How does it solo?  Amazingly well.  The game provides for solo play right out of the box, allotting for solo end game points on the Event track.  The game feels right playing solo, and is actually the way I prefer to play.  It seems to be built for solo play, with multiplayer added on.  I’m not sure if this was they way it was originally designed, but, it felt that way to me!  I like the choices, the game play design, and even the difficulty.  The replayability, especially in a solo game, is excellent.  There are time when the game feels like it may be out of control, only to have the scales tip in your favor when you least expect it to.

The components are well done.  The game board is thick and sturdy, as are the token.  The insert in the box is custom for this game, and has a little spot for everything.  It was really well thought out and makes the start time even faster.  The cards look great, and really encompass the theme of the game.  The harder event cards even include a little blood stain on the bottom corner, differentiating them from the other cards.  The amount of cards ensures there is lots of replayability in the game box.  I have played this game right about a dozen times as of this writing, and have not had the same set of cards come out twice.  I really enjoyed the deck building design.  Having to banish your cards to buy new ones making buying cards a real dilemma.  There are times when two cards will be banished for just one in return.  This thins out your deck, and while this would be a positive in most deck builders, shuffling your deck more, in this one, means moving the moon track.  Moving the moon track makes buying cards and completing events more expensive!  So, do you really need that card?  The balance is this game is very delicate and it makes it so much more exciting!

 

I was predisposed to like this game based on the theme alone.  I am happy to say that I was not the least disappointed in the game play.  The mechanics are solid, and the theme is thoroughly represented.  It plays fairly quickly, and scales nicely for the number of players.  The game was quick to learn and intuitive in its execution.    I really enjoyed the choices, or sacrifices as I thought of them, that I had to make, all in the name of freedom!  I really recommend this game to people who enjoy deck builders and are looking for something a little different.

Thanks for joining me this week as I singlehandedly sought to save the Revolution!  Join me next time, follow me on Twitter, and please, feel free to leave a comment below!

Don’t forget, once I hit 200 followers on Twitter, I will have a giveaway of a copy of Mint Tin Pirates!!

Come Play With E! Dice Throne: Season One Edition

A review copy of Dice Throne: Season One was provided by Roxley Game Laboratory.  We would like to thank Roxley Game Laboratory for supporting our blog.  All thoughts, comments, and pictures herein are our own.

I have always loves dice rolling games.  I love the clank of the dice as they roll around your hand, the sound they make as they crash onto the table, into a dice tray, or even making their way down a dice tower.  There is just something about that sound!  I have also always loved dice rolling games for playing with my daughter.  One of her first games was Roll For it, designed by Chris Leder, published by Calliope Games.  Dice are easy to see for her, easy to remember what they do, and she is MY daughter, so she really loves the feel of them too!  This is one of the reasons she loves Too Many Bones so much, all those dice!  Recently, we got a new game, another game full of colorful, beautiful custom dice.

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Dice Throne: Season One is a widely popular game that took Kickstarter by storm.  Designed by Nate Chatellier and Manny Trembley, and published by Roxley Games Laboratory, it is a fast paced, dice chucking, fantasy fighting game for 2-6 players.  The game is played over a series of rounds, pitting players against each other.  In a round you will roll your 5 dice, custom to your chosen hero, choose to reroll, Yahtzee style, and apply damage.  What makes this game unique is the addition of cards, also unique to your hero, that can upgrade your attacks, defense, used to manipulate dice rolls or used as a status effect.  These cards can be used by spending CP points, which are gained at the beginning of each round.  Cards can be added to the player’s mat, permanently altering their powers.  These cards add a ton of choices to the game, deciding whether to spend your precious CP points on this card, or waiting to get more points to spend on a more expensive card can be really hard.  Seeing all the different abilities each of the 6 included heroes have, finding a strategy with each of them has brought my family endless hours of fun.

 

The game includes 6 heroes each with it’s own player mat, deck of cards, custom dice, status effect tokens, and player sheet.  The mats are thick sturdy cardboard with a full drawing of the character on the back.  The front is a great layout space for your cards, highlighting what each card does in character and pictures.  The dice are beautiful, the colors are vibrant, the symbols are large and clear.  The insert has little tray to keep each charaters dice, tokens, and cards separate, and was a really nice touch.  The tokens are made of a thick cardboard, well made, and very easy to see, and identify.  Health and CP are tracked with cool dials, each with the matching character on it.  Dice Throne even includes turn order cards, which are always appreciated!

 

I haven’t even mentioned the art yet, Emily and I were immediately attracted to the artwork on the box, and were in for more of a treat when we opened it.   The characters are amazingly beautiful.  The art pops off of everything on this game, no expense was spared when it came to making this game as appealing as it is.  It is indeed, a feast for the eyes.  I cannot wait to see the comic book that is coming with the second season, this is a game, and art style, that begs for just that.  I am excited to see where the comic goes.

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Emily loves Dice Throne: Season One, playing it three times the day it arrived!  We did need to make some accommodations for her, she does not yet know how to read, so we had to remove the cards from the game for her.  She primarily plays as the MoonElf, and she plays hard!  Even with the removal of the cards from the games we play with her, it is still a solid, fun, family game!  She gets into character while playing, at one point telling one of her opponents “Enjoy your few minutes, girlfriend” before rolling a devastating combo and taking out the Monk.  It is interesting for me to watch her decided to reroll or to hold her die, to go for a bigger combo, or take a smaller one and inflict a status effect instead.  It is a puzzle for her, and she loves it!

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Dice Throne: Season One had made its way into our regular family gaming rotation.  She can’t wait to teach it to new people whenever she has a chance.  Recently, Dice Throne: Season Two was released via Kickstarter, and did even better than the first release.  The new expansion, also a standalone game, adds 8 more characters to an already fun and cool cast.  I cannot imagine how this game could get better, yet the new season promises to do just that!  This is a game that can be built upon for years to come, and Emmy and I cannot wait to see what else they come up with!

Emmy’s take:

“I like Dice Throne, especially my Moon Elf character, I love her.  I like the health things and the other chips.  I like the fighting.  To play you set up your mats, you roll your dice to see if you got something.  You’re only allowed to re-roll your dice twice.  You look at your mat to see if you got something.  If you did, then you’re all happy.  You get to attack the other people for as many damage as it does.  You win by killing all the other people and be the last one standing.  It’s actually quite fun, you should really try playing it.  Bye friends!

Dice Throne: Season One gets a solid:     img_54531.jpg

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Don’t forget, once I hit 200 followers on Twitter, I will have a giveaway of a copy of Mint Tin Pirates!!