… Escape the Dark Castle

A preview copy of Escape the Dark Castle was provided by Themeborne Ltd..  We would like to thank Themeborne Ltd. for supporting our blog.  All thoughts, comments, and pictures herein are our own.

Escape the Dark Castle is a cooperative game for 1-4 players, playing in approximately 30-45 minutes.  Published by Themeborne Ltd. and designed by Alex Crispin, Thomas Pike, and James Shelton, and In this game players take on the role of escaped prisoners trying to make their way out of the dark castle in which they have been wrongfully imprisoned.  The style is definitely reminiscent of the choose your own adventure, dragon crawling of the 1980’s.  The game itself is fast and fun, and full of random events and battles.  Let me tell you more…


Each player is represented by a die and character card, one of six included in the box, customized to their character.  The characters have different strengths represented by symbols on their respective die, wisdom, cunning, and might.  The character cards denote this with hash marks next to the symbol for each trait.  These hash marks also represent the number of times that symbol appears on their custom die.  This makes it very easy to balance out your team, especially in solo play.  Once characters are chosen it is time to build the deck of cards that will make up the castle itself.  Game play takes place over a series of turns that involve revealing chapter cards from a randomized deck.  The deck is built from the bottom up starting with a boss chosen randomly from the five included in the base game.  Set up continues by shuffling the remaining 53 chapter cards and randomly choosing 15 to place on top of the boss card.  Lastly add the, aptly named, start card to the top of the deck.  Shuffle and place the item cards into the play area, and add the nine black dice as well.  Set up is that easy, you are now ready to play.

Players start the game with varying hot points dependent on the number of player.  A solo game has the players beginning with 18 HP.  Since this is a cooperative game, it is all for one, and one for all.  Of one prisoner is caught, or killed, the whole party loses.  There are ways to prevent this from happening, from using items to heal to resting during battle to replenish HP.  Turn order is also important, as the person turning over the cards can become the target of the cards effects, for good and bad!  Make your choices wisely!  The castle deck draws its own pool of dice from the black dice, called chapter dice,  included in the game for combat situations.  Icons on the bottom right of the card show what dice must be placed beneath the card prior to combat.  People symbols represent wild dice, these are additional chapter dice that must be rolled equal to the number of players.  This helps to add to the randomness and replayability as well.  Once the chapter dice haven been set players take turns rolling their character dice trying to hit the monster.  Character die that match a chapter die remove it from that monster.  When all the chapter die have been removed the monster has been defeated.  Character die also contain two sides with a shield symbol.  When a player rolls this symbol they have successfully blocked the monster’s attack.  If no shields are rolled the player will suffer damage equal to the number on the bottom right hand side of the card, deducting this from their HP total.  Successful combat will earn the party one item from the item deck. Each player can only carry two items at one time, one for each hand, unless the item is two handed.  Once the monster, or event, has been defeated or completed, the next chapter card is turned.  Game play continues until the players are defeated or the final boss falls.


How does it solo?  The short answer is, amazingly well!  It is recommended to play with two characters when playing solo.  Normally I balk at playing two handed, preferring to play true solo.  However, for this experience it was easy, intuitive, and helped balance out my plays so that I had a better chance at winning.  Speaking of winning, Escape the Dark Castle is not brutally hard, nor will you win every time, either.  I like how the story progresses almost seamlessly from one chapter card to the next, truly laying out a story for me.


There has been a lot of complaint on social media about the art on the cards.  For me, this brings me back to a time when games focused more on mechanics and less on the artwork.  (Do I need to remind anyone of the infamous Mega Man cover art???)  This was not a deal breaker for me, I took it for what it was, a throwback experience, and for me, the artwork fell in line with that.  I’m glad this did not hold me back, I would have missed out on a great game experience.  With the big complaint out of the way, let me tell you about all the good stuff, and there is a lot of it!

The large chapter cards are plentiful and provide almost endless replayability.  It is nearly impossible to have the same experience twice.  The cards themselves also play out differently dependent on their dice pool, making encounters you have previously faced still new and exciting.  The items can give you the little bit that you need to get by at just the right time, and are plentiful as well, with 35 in the box. Playing Escape the Dark Castle truly felt like I was part of a living story, turning each new chapter card over, like turning the pages in a book, was so thematic and engrossing.  I wasn’t sure what was lurking around the next corner, or in this case, card.  I love the options some of the cards bring, and the unknowing, right up to which boss will be your final obstacle.  The components are well made, the cards are all linen finished.  The large cards are, well, large, and very easy to read.  The iconography is easy to understand, and remember.  There is no need for a reminder sheet here.  The dice are big and chunky, making the symbols easy to read.  Themeborne has even gone the extra mile and included a pad and a few small mini golf pencils to help track your HP.  How old school is that?  I truly felt like I had uncovered a lost game from my youth.  Even better yet, was that it was a game that was still fun today!  The best part of all is that there is virtually no end to what can still be done with Escape from the Dark Castle!


Escape the Dark Castle already has one expansion that was launched with the base game,  Cult of the Death King.  This expansion adds 3 new characters and their die, 15 new chapter cards, 1 new boss, 3 new items, and a new cultist die.  Three more expansions have recently landed on Kickstarter, Scourge if the Undead Queen, Blight of the Plague Lord, and The Collector’s Box.  Each of these expansions adds new content, mechanics, and of course dice and cards!  There is no end to what Themeborne can do to add to Escape the Dark Castle.  I’m excited to see all the new content.  I have been watching the Kickstarter with great interest, anticipating it’s launch for some time now!

Overall Escape the Dark Castle has been a really good, light, fun game for me.  This is definitely something that you can use as a gateway game for friends and family that are not gamers.  The game scales well for any number of players, so it is perfect for 1-4.  I highly recommend adding this game to your solo library for those times when you need a fantasy fix, but don’t have endless hours to commit.  It’s also perfect for travelling.  If you think this might be a game for you, I encourage you to check out their Kickstarter here!

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

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Come Play With E! Button Men Edition

A review copy of Button Men was provided by Cheapass Games.  We would like to thank Cheapass Games for supporting our blog.  All thoughts, comments, and pictures herein are our own.

I’m not sure if this has ever come up in our conversations before, but I am a teacher, and recently I came upon a bit of a problem in my classroom.  The math curriculum that we have been following this year came to an end, but the school year still had two weeks left!  I was left with ten days of planning to do, 10 days of trying to fill an hour and 25 minutes of math for a room full of 6 and 7 year olds.  In my mind, this problem only had one solution, games!  Math game, of course.


The first day I pulled together some review materials, and then brought out some dice.  Each student got two D6’s, they were to roll them and then create , and solve, an addition problem, and a subtraction problem for their rolls.  The kids loved it.  And that got my mind turning.  I had recently received a copy of Button Men: Beat People Up by Cheapass Games .  Designed by James Ernest, this dice game is quick, easy, and very mathy (it’s a word, I promise, I’m a teacher, remember?).  So I packed up my copy and headed to the classroom.  What happened next was epic.


I taught the kids how to play, just like this.  Each player choose a character card, the base game contains 48 to choose from, more than enough for each student to have their own character.  The cards dictate which dice each player receives.  The game includes black and white dice that range from d4’s to d20’s.  Each player then rolls their dice, all of them.  The player with the lowest value goes first, and chooses which of their opponents die they wish to capture.  Capturing dice can be done in one of two ways.  You can use one of your die of equal or higher value or you can use the sum (see? mathy!) of multiple dice to capture an opponents die of the exact value of the sum.  If one of those two conditions are met, the die is captured, and the capturing die is rerolled and placed back into play.  Captured dice are out of the game, or round, and will be used for scoring later.  Play goes back and forth until no more dice can be captured.  Scoring is easy too!  Players score the sum of the size of dice they have captured (a d4= 4 points) plus half the sum of any dice remaining in front of them, ones that were not captured.


The characters in Button Men also include special powers such as poison, shadow, and rush die, but for the class I omitted these rules.  However, I think you can handle it, so I’ll tell you a little more about those die.  Character cards that include a green circle on the front use poison die.  Poison are bad news, they are worth negative points.  Capture a poison die and it is worth half it’s size taken from your score, if you manage to keep one of your own, at the end of the game you lose the full size amount from your score.  nasty, right?  Shadow dice are depicted by blue circles on the character cards.  This one is a bit tricky, they can capture dice greater than or equal to, BUT, cannot be greater than the attackers size.  What???  For example, a shadow d8 that was rolled as 4 can only capture dice showing a number from 4 to 8.  The last special power is the rush dice, shown as an orange circle on the character cards.  You can use a rush die to capture two of your opponent’s dice, however, both dice must add up to exactly the number of the attacking die.  Now you know why I kept it simple.


The character cards are all very different and very cool.  This made it fun for the kids to select their own characters.  Each of the characters includes their own fun bio on the back.  Some of the bio’s might not be 100% kid friendly, nothing too bad, but the game is about people fighting, and some of the characters are unsavory.  We stayed away from the bio’s, but if you have time, they are a really fun read.  The back also contains a reminder about ant special dice the character might have, and how to use them.  The assortment of different dice was pretty exciting to them too.  For some this was the first dice they had ever seen that were not d6’s.


To say the game was a hit is an understatement.  The kids were lined up at the back table cheering for their classmates, and waiting for their turn to play.  The kids were thinking about each and every move, planning their attacks, and definitely doing mathy things.  This game was a huge success with my class.  Button Men was the first thing they asked for each morning when it was time for Math.  I have to admit, I was not too surprised, after all it already got the stamp of approval from Emmy long before it made it to my classroom.  As I walked the game out of my house that first morning she made me promise that it would come back home that afternoon.

Button Men has an old school charm to it that really attracted me to it.  The game itself has been around since the 90’s when the characters were actually printed on stickpin buttons.  Button Men quickly gained a cult following, adding new buttons to the ever growing collection, often.  It was designed to play quickly and be completely portable.  The newer version stays true to the original in those respects.  It is very easy to learn but is much deeper than it lets on.  There are a lot of decisions to make, starting with which character, of the 48 included, to play.  Some characters have a Swing Die, depicted by an “X” on the card, this is a die that can be chosen by the player.  Want another d20, okay!  Want to make it a d8?  It’s all up to you!  Choosing which die to capture and which die to capture it with can be a big decision.

This is a game that I would recommend for everyone, young and old.  My kindergarten class loved it, and my daughter did as well.  I love finding ways to incorporate gaming into education and this was a no-brainer for me.  The variety of characters ensured that all of my students could find one that suited them, from gender to race, everyone was represented.  The replayability is endless, the combinations of characters is amazing, and I love pimping my game out with cool, colored dice of my own.  This game has made me reevaluate my collection, wondering what other gems I can share with my students.

Emmy’s Take:

“I like all of the dice.  There are a lot of girls in this game.  I like how different they all are, but my favorite part is taking all of Mommy’s dice!  You should try it too, you can take all of your Mommy’s dice too.”

Button Men: Beat People Up gets a solid:     img_54531.jpg

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… Build a City!

A preview copy of Sprawlopolis was provided by Button Shy Games.  We would like to thank Button Shy Games for supporting our blog.  All thoughts, comments, and pictures herein are our own.

I have made no secret of my love of games.  After all, why else would I be writing this blog right now?  Right?  Right!  I try to squeeze in a little game time at least once a day.  This means that I am always on the lookout for smaller games, that can be played fairly quickly.  I also love games that I can throw in my bag and pop out at lunchtime.  It should come as no surprise, with a criteria like this, that Button Shy Games is one of my go-to companies to fill this niche for me.  I love their games so much that my very first blog post was about one of their games, Twin Stars.  So when an opportunity to play their newest game, Sprawlopolis, was presented to me, well, I’m sure you can guess the rest!


Images used with permission by Button Shy Games.

In Sprawlopolis you take on the role of a city planner tasked with building a new city.  Sounds easy, right?  Wrong.  Just wait until the city officials get involved and start making their demands on you.  Things just got harder, much harder.  Designed by Steven Aramini, Danny Devine, and Paul Kluka and published by Button Shy’s wallet series, Sprawlopolis plays 1-4 players in about 15 minutes.  Like most Button Shy games, Sprawlopolis features 18 cards, and aside from the plastic wallet to store it in, that it folks!  Set up is quick and easy, as is the gameplay.  Fans of Circle the Wagons will be familiar with the game mechanics, the variable scoring, with the addition of cooperative play.


Images used with permission by Button Shy Games.

For those of you not familiar with Circle the Wagons, first, go out and get it, then read on.  Each card has four different colored sections, or zones, commercial (blue), industrial (grey), residential (orange), and parks (green).  Cards are played down to the common build area, growing the city.  Cards may be played with at least one colored block edge meeting and existing block edge.  You may also place your card so that it overlaps existing cards.  You cannot tuck them under existing cards or connecting to an existing card by corner only.  You may rotate your card 180 degrees when placing it, but cannot rotate it 90 degrees.  Gaps are allowed in the city as long as all other placement rules are followed.  Once 15 cards are placed in your city the game ends and scoring begins.  Here’s where things get interesting.

At the start of the game three cards are taken from the deck and flipped over to their scoring sides.  These will provide you with a set of goals, scoring conditions, and other rules.  These cards also have a number in the upper left hand side, ranging from 1-18.  These numbers are added together to make the target score you are looking to beat this round.  The scoring conditions these cards allow may make or break a game for you, so take the time to familiarize yourself with them before beginning your game!  Some will give, or take, points dependent on the placement of your zones, others will grant bonuses for groupings.


Scoring is quite simple.  Looking at your city, you score 1 point for each block in each of your largest group of each zones.  For example, if you have a group of 3 greens, another group of 4 greens, and a single green in your city, you would score 4 points for your green blocks.  You will do the same for blue, green, and grey.  You will then lose 1 point for each road in your city.  A road is considered a continuous stretch, be sure to keep this in mind while building!  Finally look at the scoring condition cards to see what other points you may have acquired.  If your score exceeds the target score, you win!  If not, no need to worry, you have plenty of time to play another round!  Believe me, you will want to play again, and again, and again!


Since arriving on my doorstep, Sprawlopolis has easily become one of my most played game.  The game plays so fast that you can easily squeeze a game or two into a lunch break, waiting room visit, or any other free moment you have.  The game plays wonderfully solo.  I have played cooperatively a few times, and prefer it solo.  It feels intuitive, smooth, well thought out, and above all fun!  The quality is what one expects from Button Shy.  The cards are bright and crisp and good quality.  The instructions are clear and concise.  The game play is puzzley and addictive.  I love the versatility of the target score, making replayability almost endless.  I cannot recommend this game enough!


If you think this game is as awesome as I do, you’re in luck.  It is, as of this writing, currently on Kickstarter for the insanely low price of $10!  Stop reading this and go get your own copy, I promise, you will not be disappointed!!

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

We’ve hit 200 followers on Twitter!  Stay tuned for more details on an exciting giveaway!!

Come Play With E! Pelican Bay Edition

A review copy of Pelican Bay was provided by Lion Rampant Imports.  We would like to thank Lion Rampant Imports for supporting our blog.  All thoughts, comments, and pictures herein are our own.

Two months ago, I picked up one of those staple games that had, somehow, up until that point, eluded my collection.  I finally brought home Carrcassone.  Shocking, right?  I don’t know how this was missed, but when I introduced it to Emily she flipped.  We played it almost every night for a month straight.  She really seemed to enjoy the tile placement, trying to figure out the puzzle that was within the game.  Tile placement seemed to be a mechanic that she really enjoyed.  So, when I was offered an opportunity to try out another tile placement game, along the same lines, I immediately agreed!


Pelican Bay, designed by Jacques Zeimet and Rolf Vogt, published by Lion Rampant Imports is a fresh take on tile placement.  The goal of the players is to make a beautiful paradise, warm water, sandy beaches, the never ending sun shining down.  A tropical paradise designed to attract, not wealthy tourists, but the exotic blue pelican.  It turns out this elusive bird is quite picky about where it roosts, and only the best the tropics have to offer will do.

Players take turns placing and scoring tiles in an attempt to bring these birds to the island.  The tiles are hexagonal, and contain images of jungles, beaches, and water.  To start the game three random tiles are placed in the center of the board, beginning the island.  Each player draws two tiles and the game begins!  Quick set up means less time for Emmy to lose interest which is a big plus for her, and most younger gamers.  During your turn you may play one, or both of your tiles.  Placement rules are straightforward, each tile must connect to at least two other tiles.  The landscapes on the adjacent tiles must be the same.  If you choose to place both tiles they must expand the landscape you are looking to score.  When you have finished laying tiles you may score 1 point for each tile that makes up the largest landscape you have expanded.  For example, you may choose to score all of the water tiles, if your tile(s) have expanded a water section.  You may then chose to place, or move a sun disc.  Sun discs prevent tiles from being placed where they are played.  If you closed off an area you may place a pelican from the common supply on the area.  If there are no pelicans left you you may help yourself to an opponents pelican.  These wooden pelican serve as a marker for scoring but are also worth bonus points at the end of the game.  You then draw back up to two tiles.  If you have closed off an area you may go again, if not play proceeds to the next player.  When all tiles from the general supply have been drawn, triggering the final round.  When the final round is finished all points are tallied, and the player with the most points wins!


How are the components?  They are amazingly beautiful.  The artwork pops off of the tiles, bright, and colorful, really giving in to the tropical theme.  The wooden pelicans are a very nice touch, and what attracted Emmy to this game initially.  The tiles were large, made from really good cardboard stock, and very easy for Emmy to handle.  The rule book was colorful and easy to understand, with lots of bright pictures to help illustrate.  The illustrations feature an assortment of turtles, birds, sting rays, people, and even a copy of Pelican Bay!  They are cute and funny, looking at the tiles before placing them was part of the fun.  At some points the illustrations inspired Emmy to make a little story about the game.


As I mentioned, tile placement was a new to Emmy, and she loved the simplicity of Pelican Bay.  The sun discs made for some interesting choices, and a great way to block a player from scoring that big landscape.  The pelicans were also a nice feature, especially when the general supply ran dry and the stealing began.  The game was quick, playing in about 30 minutes, light, and a lot of fun.  The quick set up, interesting components, and fun theme were all things that brought my daughter to the table, and kept her there.  We had an excellent time playing Pelican Bay, after the first game immediately playing it twice more!  Since Pelican Bay arrived it has become the tile placement game in our household.  That other game, I forget what it was called now, has been pushed aside.  This is a must have for families, and even adults looking for a lighthearted game.


Emmy’s Take:

“I liked the pelicans, they were cute.  I really liked taking them from Mommy!  I think Pelican Bay was a fun game and I think you should try it, you just might like it, well, if you like tiles and pelicans.  The tiles were funny!  Bye friends!”

Pelican Bay gets a solid:     img_54531.jpg

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… Last 21 Days at Sea!

A review copy of 21 Days was provided by Erik Winkelman.  I would like to thank Erik Winkelman for supporting my blog.  All thoughts, comments, and pictures herein are my own.

The year is 1903, you have boarded The Esperanza looking for leisure and fun at sea.  Instead you find yourself amidst a violent and deadly storm.  The vessel and 163 souls are claimed by the sea, you are lucky.  You and three other passengers wash ashore the isle of Juan Ansidad.  You wait to be rescued, but it soon becomes clear no one is coming.  You and your fellow survivors fashion a raft from the wreckage, and brave the waters once again, trying to look for help.  You keep a careful account of the adventure in the form of a logbook.  Will you survive, or will you join the other passengers of The Esperanza on the ocean floor?


21 Days, designed and self-published (copies can be found here) by Erik Winkelman, is a 1-4 player cooperative, dice driven game of survival.  The game plays out over a 21 day period, in which four survivors of the wreckage are vying to stay alive, by any means necessary.  Players will face shark attacks, jellyfish attacks, raft deterioration, and many other disasters.  Players will work together to overcome these obstacles, try not to lose hope, gather precious resources, and try to signal nearby boats, all in an effort to be rescued.



21 Days is an extremely immersive experience.  Erik Winkelman has gone to great lengths to ensure that every possibility has been covered in the 5+ years this game was in development.  It drips with theme, from the impending shark attacks, to the monstrous octopus dragging unsuspecting survivors off of the raft.  The game is so thematic that it even has it’s own soundtrack to help you set the mood.  21 Days is more than a game, it is an experience.  After a playthrough I feel drained, saddened by my lost survivors, and elated at the ones that were saved.  Unfortunately, not many make it, this is a tough game.  All the elements are against you, yet when, against all odds, you pull off a victory, it feels as if you actually survived something!


The box is not large, but it contains a bunch of components.  There are decks of cards including your survivors, bottle cards, the log book, jellyfish cards, and disaster cards.  There are token galore.  Tokens for the octopus tentacles, the swap location, flip tokens, and hope tokens.  Then there are the dice, survivor dice, placement dice, shark dice, octopus dice, and even one for the solo play survivor Scruffs.  The box has 2 game boards, one for regular play, and one for the Weather Expanion.  Oh, did I forget to mention the hand made bag to hold your tokens in?  The components seemed never ending.  All of these components then merge into, what has become for me, one of the most enveloping game play experiences that I have had in a long time.


So how exactly does all of this play?  Glad you asked.  Setup consists of setting up all the cards and tokens that I previously mentioned.  Once they tokens and cards have been placed in their appropriate, and well marked, places, you may choose your survivors.  There will always be four survivors, one for each color, or class.  In solo play you may opt to add Scruff the Dog in place of the Crew survivor.  He plays a bit differently, having his own deck of cards to draw from, and not participating in choosing actions.  Once all the survivors haven been placed and chosen their respective dice are rolled.  Once the dice have been rolled they are then placed on the raft, nearest to their corresponding cards.  Each survivor has two dice, they are stacked on top of one another in the order of your choosing.  This represents the total strength of the survivor.  This die can increase and decrease throughout the game, if it were to decrease below 1, it is removed and the second die is now used.  If the second die is ever depleted, that survivor is lost.  Each player is also given a hope token, these tokens can be spent to trigger certain actions in the game, and a Flip Token.  The Flip Token, well, needs to be flipped, granting the survivor a one time benefit dependent on which side it depicts.


Once the board has been set up play begins.  The first order of business is to move the Shark Distance card one step closer.  The sharks are closing in on our survivors.  If the distance shows “1”, the sharks will attack, this occurs during the evening phase.  Before that unpleasantness, we start with the morning phase.  The pages of the logbook will outline the events for the day, showing any necessary actions via displayed icons.  Once the morning phase has been resolved, as outlined on the card, play moved into the midday phase.  During this phase players will choose where to place their survivors for the day, there are 6 available options.  The first option is the octopus location, thankfully this can only be chosen when directed by the logbook in the morning phase.  The second space is the flare location, where survivors attempt to signal the rescue ship, rolling a six while on this space will move the rescue boat one space closer to your location. The third location is the bottle location.  Here you may attempt to look for, or play a bottle card.  Often these cards can be beneficial to the survivors.  The next location is the swap location, this spot is a fluctuating, as indicated by the logbook, offering players advantages such as shooting a flare, obtaining more hope tokens or bottle cards, often at a discount.  The fifth location is the hope location, where survivors may obtain more hope, for every 3 points rolled on a single die, the player may obtain and additional hope token.  The last location is the fishing spot, feeding these survivors is important, as it can increase the strength of one or more survivors.  After the midday phase we move to the evening phase, spoiler alert, nothing good ever happens at night!  First the events listed in the logbook are resolved, then if the shark distance is at 1 they will attack. Sharks attack 4 times targeting different parts of the raft.  If you survive all of this, it is on to a new day.  The game is won, if you make it to the 21st day with at least one survivor, and are able to signal the rescue boat.


I may have mentioned this before, but it is worth mentioning again.  This is a challenging game.  My survivors have perished more than they have survived, but I keep coming back to it.  I play the game, soundtrack playing, and I become these survivors, trying to make it, clawing to the raft.  The game has a lot going on, and that can be overwhelming, especially in the first few games, but it is worth sticking it out, because every part makes sense.  The sharks attacking your raft, picking off survivors, makes sense.  The octopus dragging players off, the remaining survivors rushing to aide their commrade, makes sense.  Looking for something, anything, in the water to help you make it to another day, makes sense.  All of these frustrating events can then be punctuated by a disaster befalling our heroes, such as a plank drifting off of the raft, or the rescue boat actually getting further away, all make sense.

The game is well thought out, beautifully illustrated, and maddeningly fun to play.  This is a game that I play when I want to live out a story, and feel like I am a part of it.  I can construct a narrative to go along with everything that is happening to these poor souls.  21 Days, in my opinion, (which, if you’ve made it this far, is what you’re here for isn’t it?) plays best as a solo game.  I strongly recommend this game to solo players looking for a captivating, thematic, gaming experience.

Thanks for joining me this week as I singlehandedly sought to last 21 days at sea!  Join me next time, follow me on Twitter, and please, feel free to leave a comment below!

We’ve hit 200 followers on Twitter!  Stay tuned for more details on an exciting giveaway!!