Habitats (review feat. Morisi and Switch)

Designer: Corné van Moorsel
Artist: Steven Tu
Publisher: Cwali
Players: 2-5
Ages: 10+
Playing Time: 30-50 minutes
Times Played: 8 with purchased copies or convention library copies

This is going to be a post about the paths we take.  I don’t think I mean in some sort of life choices sense.  More the physical directions we go.

Here’s one:

It’s for elevation. I told my wife that when I get dementia or am in any similar situation, to take me back to that trail. I just found recently that alltrails.com will show you these elevation graphs of given trails. This specific trail brought me an unexplainable amount of mental comfort. If I remember it or not, if I’m aware of what’s happening or not -if something can break through to bring me solace, it’ll be that trail.

Here’s another.

One day last year, that’s the sequence of paths I took. A sort of double figure-8.  

I like to count stop signs on the way to work. This thru street has 8.  The next has 7, but is one block further out of the way. Is there a time saving. That highway exit leads to x stop lights while the next one has y, but it also will involve z left turns.  If I take the bus, it’s a larger time commitment, but I’m free from driving and supporting public transit and other things; it is a much different path.

Here’s another one.

This time a second or third grade project to map out the path between your house and school.  Glad to see I noted where the ice cream parlor was and that I was distinguishing between banks and savings and loans.

A few years ago, a friend mapped out the patterns of his day and designed his new house around the paths of his home life.

In general, I don’t notice the paths in my life (despite being very aware of them), but I’m coming to recognize that it’s something featured in many board games that I love, and it’s important to me in an effort to understand myself, that I trace back the games I love to my life outside of these games. In my ongoing efforts to catch up with games I love that we’ve never reviewed, today I’m going to talk about Habitats.

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Ghosts of the Moor (Game Review by Brandon Kempf)

  • Designers: Wolfgang Kramer & Michael Kiesling
  • Artists: Scott Hartman & Nate Call
  • Publisher: Tasty Minstrel Games
  • Players: 2-5
  • Time: 20-30 Minutes
  • Times Played: 3 (copy provided by Tasty Minstrel Games)

A roll-and-move game from the famed design team of Kramer & Kiesling?

Ghosts of the Moor is a retheming and re-imagining of the 2005 title, That’s Life. In this re-imagining, the players are adventurers looking for treasures to collect in a swamp. The swamp is a dangerous place though, inhabited by ghastly ghosts.

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Brandon Kempf: Three Games – Three Older Euros

I have a lot of games. A lot of games that are on my shelves, or on my table being played, that I have told myself that I want to review at some point. For one reason or another, this doesn’t always happen. My goal here on The Opinionated Gamers is that I want to get about one review out per week, but I’d like to write about more games. So I’m taking a page out of Patrick Brennan’s playbook, and we’re going to start writing about games in threes, in snapshot form. This should be a good way for readers to get to know me and my gaming tastes a bit better, and also another way for me to talk about games that I maybe don’t really want to dedicate two thousand words to. Welcome to Three Games.

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Dale Yu: Review of Unlock! Exotic Adventures set (spoiler free)

Unlock! Exotic Adventures set (The Night of the Boogeyman, Scheherazade’s Last Tale, Expedition: Challenger)

  • Designer: Cyril Demaegd
  • Publisher: Space Cowboys
  • Players: 1+
  • Ages: 14
  • Time: 60-75 min each
  • Times played: 1 each with review copy provided by Asmodee NA

The Unlock! franchise was one of the first to hit the scene in the escape room/puzzle game genre.  The initial editions of the game were highly anticipated – prior to Unlock! The Formula – the majority of the puzzle games came in big sized boxes (see T.I.M.E Stories, Escape Room: The Game, etc), and getting a small format was super cool.  Since then, the EXIT series as well as the Deckscape series have also provided more portable versions of these puzzle-y games.

This set is now the fourth triad of games (with at least a fifth one being semi-advertised on the app!).  They still are in the same small format box, and they still follow the same general format.  I have liked the way that there are multiple different franchises in the genre, and each of them brings their own style to the party.

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Dale Yu: First Impressions of Call to Adventure

Call to Adventure

  • Designers: Chris O’Neal and Johnny O’Neal
  • Publisher: Brotherwise Games
  • Players: 1-4
  • Ages: 13+
  • Time: 30-60 minutes
  • Times played: 2, with review copy provided by Brotherwise Games

I recently received an email from Brotherwise Games asking me if I’d like to take a look at their latest creation, Call to Adventure.  It had been funded on Kickstarter with almost 10,000 backers, and the game was getting ready for widespread release.  I’ll admit that I hadn’t heard of this one before – and I did a quick glance of the KS campaign to learn more about it…  What I found: “In Call to Adventure, players compete to create fantasy heroes. On the journey from your humble Origin to your epic Destiny, you will gain Traits, face Challenges, and grow in your Abilities.  Every player will build a character and tell a story, but only one will become the greatest hero!”

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Dale Yu: Review of Showtime

Showtime

  • Designers: Anna Oppolzer, Stefan Kloss
  • Publisher: Pegasus Spiele
  • Players: 2-4
  • Ages: 8+
  • Time: 20-30 minutes
  • Times played: 3, with review copy provided by Pegasus Spiele

In Showtime, players are trying to get their moviegoers into the best seats in the theater.  Just like in real life, sometimes your enjoyment of the movie is directly dependent on who surrounds you in the theater!  In the game, each player gets a deck of 16 cards – each of who has a different scoring criteria found on the bottom portion of the card.

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Age of Steam Con: Day Three

Whew! That was a lot of Age of Steam (and chocolate cookies). Let’s dig into one last day.

I started off the morning with The Human Body. Yeah, that’s a map. Red and blue going to the heart and lungs. Black to the stomach. Red, blue, and yellow to the kidneys. Purple to the brain. And, naturally, yellow to the bladder. The body alternates turns of inhaling and exhaling: one turn, all red and blue locations are red, the other they are blue –meaning on alternate turns, one or the other type of cubes are undeliverable.

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10 Great Roll ‘n Writes (Article by Chris Wray)

The “roll ‘n write” genre is having a moment.  Though the mechanic has existed for quite some time — I’d (perhaps controversially) describe Yahtzee as a roll ‘n write — the number of new title available has exploded in the past couple of years.  As a genre, Roll ‘n Writes tend to be easy to learn, inexpensive, and fast paced, all factors that explain their popularity.

Today’s article is the start of a new series that features 10 great games in a given subcategory.  I pick a mechanic, theme, publisher, etc. Then we here at the Opinionated Gamers all vote behind the scenes to create a list of 10 great games that meet the criteria.  We’ll try to do an article a month, and I’d love your suggestions about future lists. The next article in the series will be 10 Great Knizia Games.

The Methodology

For purposes of this project, I simply asked everybody to vote for 10 great roll ‘n writes.  I made no attempt to offer a definition. Each member of the OG was offered the chance to vote for up to 10 games.  They could give one game a 15, one game a 14, one game an 13, all the way down to giving one game a 6. We all put our votes into a spreadsheet. Any OG writer could add games, provided that they were willing to give it a vote.  We then added up the points for each game and picked the top 10.

We had 16 OG-ers vote, and 38 different games received votes.  To get on the list took a minimum of seven writers rating the game decently well.  That wasn’t a rule, but rather how the breakdown naturally worked out. There’s actually great consensus towards the top of our list.

Without further ado, here are the 10 great roll ‘n writes!

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Age of Steam Con: Day Two

Here’s where we’ve been playing. Last year, the con was at one of our hosts’ houses, but this year we have this nice space with some kitchen facilities, and a beautiful bank of windows through which we’ve enjoyed thunderstorms, snow, and some sun.

The thunderstorms and snow seem to have taken some of our Los Angeles friends in attendance as something special, but today Jon arrived from just south of Bergen, Norway -a city which experienced more than a 100 consecutive days of rain in one stretch in the past few years- so it was also very familiar to others.

At some point, I may come to a conclusion that the history of Age of Steam maps take an arc not unreminiscent of the arc of designer board games over the last 15-20 years. I don’t know how to convert a sorta of feeling I have along those lines into words for you, but for now, (and now is _after_ Day Two, or maybe it occurred somewhere in the middle) I’m going to skew towards trying to play older maps that have minimal rule changes, where the innovation(?) comes heavily from the geography of the map.

To that end, one of the maps I had requested ahead of time was the Bay Area.

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Firenze (Game Review by Brandon Kempf)

  • Designer: Andreas Steding
  • Artists: Michael Menzel & Andreas Resch
  • Publishers: Quined Games & Pegasus Spiele
  • Players: 2-4
  • Time: 60 Minutes
  • Times Played: 8

From the dust, another reprint arises. Firenze had been out of print for a good while, but like most games that publishers think that they can bring back and sell, it’s back. Well deservingly back, I might add.

Firenze was released into the world in 2010 from designer Andreas Steding. I didn’t discover it until late in 2013. I played Firenze seven times leading up to a fateful auction last year, when I let Firenze go because of an offer that I couldn’t refuse — out of print games can sell for a lot of money. Even though I parted with Firenze at that time, I had vowed to pick it back up again, hopefully when an inevitable reprint showed up, and Quined Games has come through. Welcome back home, Firenze.

Fellow Opinionated Gamer Doug Garrett, took a look at Firenze back in 2011, and you can find his review here. When I review a game, especially a game I know pretty well, I try to avoid looking at other reviews, so hopefully I’m not just repeating what Doug said eight years ago, verbatim.

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