Tall Tales: A Game of Competitive Storytelling


DESIGNER:Oliver Sabot and Adam Plunkett 

PUBLISHER: 

PLAYERS: 3-12

AGES: 8 and up

TIME: 30 to 60 minutes

I like to write. You may have assumed that, since I write for a boardgaming blog, of course, and I do write a lot in my actual job. What I don’t get to do a lot of is creative writing, and while I certainly could do that any time I want, sometimes I feel like I need a prompt or suggestion to get started.  Well, along comes Tall Tales: A Game of Competitive Storytelling to provide assistance with that.

This is a game about writing a fairy tale with your fellow players. The competition comes in because, while you will all write a paragraph for each stage of the game, only one will carry forth as part of your tale.

To start, every player gets a writing utensil, four half-sheets of paper, a voting card and a voting marker.

Prompt Cards
Quest Cards

A start player, heretofore referred to as the Storyteller, is selected at random and begins the Quest Round, which is the first round of the game.  That player shuffles the Prompt cards and selects one. The Prompt Cards are large pictures that contain many different elements.   They also shuffle and select a Quest Card at random; flip it face up, and then set a timer for three minutes. All players, including the Storyteller, then write a paragraph based on the prompt. At the end of the three minutes the Storyteller shuffles the entries and gives one to each player to read aloud. After the initial reading players give a summary of the paragraph they read and players simultaneously and secretly vote on which one (other than their own) will move forward as the base for the story. Players reveal their votes at the same time by placing their token on the central voting board.

The paragraph with the most votes becomes the story, with ties broken by the shorter paragraph, and the author becomes the next Storyteller.

Superlative Cards

The game continues with three Scene rounds. The Storyteller now draws three Phrase and three Superlative cards and chooses one of each. The Phrase card is a phrase that all players must incorporate exactly as written into their next paragraph; not doing so would deem your paragraph ineligible for consideration. The Superlative card describes the sort of mood or location players need to to try to evoke. The Storyteller sets a timer for five minutes, after which they shuffle the paragraphs, deal one to each player and they read them aloud and then summarize them, and then vote. If you have fewer than seven players you score one point for every vote you receive, one point if your paragraph won without a tie, and one point if you voted for the winning paragraph.  If you have seven or more players you just get a point for every vote you received. The player who received the most votes becomes the Storyteller for the next round.


Sample writings


At the end of the third Scene round the game ends. The player with the most points wins, unless there’s a tie, in which case the player who wrote the winning Quest wins. The winner reads the entire story aloud, and, as the rules tell you, everyone lives happily ever after.

The games include some rules for team play that could be useful if you are playing with young children or anyone who might be unable or uncomfortable writing a paragraph on their own.

MY THOUGHTS ON THE GAME

The quality of the game box and components is good. The art on the box, in the rules and on the components is beautiful, and the other components function well and seem like they will hold up well to repeated plays. You would at some point need more paper, of course.   The rules are clear and make it easy to both understand and teach the game.

The game play itself is really  fun. You are guided by the cards, so you have somewhere to start from and can easily come up with something to write, but nothing is too restrictive, so you can take the story in whatever direction you want. For example, in one play  we started with the greatest invention of the 20th century  and ended up with murderous robotic sharks  Hearing what everyone else wrote is also fun, and deciding which paragraph will move on is also fun. Hearing the full story at the end was also really enjoyable. The only negative was that it was hard for people to read other people’s handwriting in some cases, which made the reading a little less enjoyable some of the time,if the reader stumbled over a word or misread a word it affected the story and how it was received. We decided this could be fixed by just having everyone read their own story out loud. I assume the designers thought that having everyone read other pieces would add to the collaborative feel of the game and would eliminate bias from scoring, but we didn’t find that to be important to us.

In fact, we pretty much gave up on the scoring all together in our plays. We still voted, but didn’t really see the point in keeping score, since we were all having a good time and didn’t really care who was “winning”. I can see situations in which the score might be more important, perhaps with people who regularly write and want to use this as more of a contest, or perhaps in an educational setting. My plays were also with big groups, which may also have affected our opinion of the scoring.

This game is not going to be for everyone; you do need to be willing to take a chance, be creative and share your writing with the other players. I don’t mean that you have to be a great writer; you just have to be willing to put what you’ve written out there for public consumption by the other players, and I know there are people who won’t be able to be comfortable or have fun doing that. However, I would suggest that anyone who is skeptical give it a try, because we had a blast, and there are jokes from one of our plays of this still circulating on a text chain; thanks, Harvard ™. . . .

I really enjoyed the game, and I recommend it. It can be a party game, or it could be used as a more serious writing exercise; either way, you should expect to have fun.

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Larry & Ben’s Excellent Gathering Adventure, Part 1

The 2022 Gathering of Friends ended a few weeks ago and what an excellent time of good gaming and good fellowship it was.  Here’s a summary of what was experienced from two perspectives.  Larry has attended many Gatherings over the years, although this was his first time back since 2017.  For Ben, it was his second Gathering.  These two friends drove up together, roomed together, and got to play many games, both together and separately.  We thought it would be fun to list our impressions of the games we played in one article.  For the most part, these are new and new-to-me games, but a few old favorites are also included.  The games are all listed in alphabetical order, with the year of publication included to help give you a point of reference.

As is always the case with the Gathering, getting together with friends, both old and new, is as much fun as the gaming is.  So, while most of our discussions will be about the games we played, we’ll also toss in a few other memorable experiences from the week.  Let’s start with a culinary highlight.

Larry’s Interlude #1:  Opinionated Eaters, Part 1

I don’t have nearly as many memorable food-related experiences related to the Gathering as most of my other OG brethren.  For the most part, I’m there to meet up with old friends and play great games, so I grab a bite whenever I can and get back to having fun as soon as I can.  But there were two meals that were worth discussing.  The first happened while travelling to the con.  Ben and I drove up from Virginia and since Pittsburgh is Ben’s old stomping grounds, we stopped there for lunch.  He recommended a place called Primanti Bros. that I had never heard of, but which evidently is well known by denizens of Western PA.  Checking out the menu, I saw a Kielbasa with Cheese sandwich which, for some reason, called to me.  It came with kielbasa and melted cheese (obviously), along with coleslaw and fries on the sandwich.  I like all of those things, but not necessarily together between two slices of bread.  But what the hell, when am I ever going to have another chance to eat a kielbasa and cheese sandwich?  So I went for it.  It came with a huge amount of sliced kielbasa between two really large slices of bread.  And it was wonderful!  The fries on it didn’t do much for me (after a while, I just picked them off the sandwich and ate them on the side), but, against all logic, the kielbasa and the slaw were great together!  It was ginormous and massive (I had to do my best Guy Fieri imitation to wrap my jaws around it) and messy as hell, but I loved it.  Definitely got the proceedings off to a great start.  Good call, Ben!

1846 (2005)

Ben:  This might be the shortest game of 1846 I’ve ever played.  The auction, which normally requires a long explanation, went smoothly and the board play was quick with decisive turns.  No one sat around staring at the board to count every stop or obsessed over the payouts.  Normally, my group plays 18xx once a year and rarely the same title twice.  But here, my two competitors were pros, who were clearly familiar with the game, and we finished up in only 2 hours.  Rating:  I like it.

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Jewels of Porto Primo

DESIGNER: Alan Ernstein

PUBLISHER: Hangman Games

PLAYERS: 2-4

TIME: 45 minutes

Some of you may be familiar with Hangman Games, who published ten or so games back between 1998 and 2008; titles like Tahuantinsuyu, Ars Mysteriorum and Dry Gulch.  They had decided to stop publishing their own games and instead license their games to others, but now, in 2022, they are back to publishing. Their first project is a series called DecaDesign; as part of this project they plan to publish a new game every 10 months. 100 copies will be sold to people who registered on the Hangman Games website, with priority given in order of registration. Once the game is available they reach out and you either pay, in which case a game is shipped out to you, or decline, and they move to the next person on the waiting list.

The first game being released is the Jewels of Porto Primo, a set collection card game for two to four players.  Players are pirates, trying to amass the best gems and make a large profit selling them to the pirate king, his wife and his daughter.

The box contains a deck of 84 jewelry cards representing seven different gems, 16 bonus cards, 100 metal gold and silver doubloons and a first player marker in the form of a black diamond. There are also four player aid cards.

The bonus cards are shuffled and one is dealt to each player; the rest are kept nearby. The jewelry cards are shuffled; four are flipped face up and the rest remain face down as a draw pile.

The game gets played over the course of a year. The first three months of the game are referred to as the Speculation Phase. During this phase, a bonus card is revealed and players then draw a Jewelry card, either from either the face up cards or the draw deck. 

After all players have drawn a card, the first player marker gets passed to the left and you enter the Open Market phase, which takes place over the next six months. Another bonus card is flipped face up and placed on top of part of the previous card in a manner determined by which month it is. Each player then takes their turn; they again draw one card, but then they must also play a set of cards onto the table. A set can be as few as one card or as many as six cards. Cards in a set have to either be all the same color, or of consecutive colors of gems, or of the same setting (which is the number) or of consecutive settings.

Based on the number of cards in the set you earn the Gift of the Princess. Then, based on the same cards you earn the Queen’s Desire bonus, which is shown on the bonus cards currently in play.   End your turn by drawing a jewelry card.


After all players have taken their turn you evaluate the number of bonus cards on the table; if it is less than none, go back to month one and lather, rinse and repeat until there are nine bonus cards you move on to the Final Sales Phase.  Instead of revealing a new bonus card you flip a current non-scoring card over. Players then take one turn, drawing a card, playing one set, score the Gift of the Princess and any two Queen’s Desire bonuses, then drawing a card. After all players have taken their turn, flip another bonus card. Players then take one final turn where they draw a card and play a set.

The year has now ended; players reveal their hidden bonus card and score The King’s Ransom for that card.  The player with the most coins wins, and if there is a tie it is broken by the player with the most unplayed cards.

My Thoughts on the Game

The game comes in a compact box that has exactly enough space for the game, which I appreciate; I don’t need another game in a giant box that has a lot of empty space.  The quality of the cards is good, and the coins are metal coins with a nice heft to them, which definitely contributes to the enjoyment of the game; they make a satisfying clink. THe rules are clear and include pictures and examples as well.

I enjoy this game very much. It is a very interesting puzzle; you have to play at least one card every turn, but you also need to save some cards to build up better sets. You also have to worry about your hidden bonus card; is what you are playing contributing to that? What about the bonus cards you haven’t seen yet – when do you shift from what you thought you were doing?   The different sets may seem confusing the first few times you play, but the player aid makes it really clear, both with language and pictures.  Every time we play I immediately replay in my head what I could have done differently, and always look forward to the next play. I have only played it with 2 and 3 players; it works well at both numbers. 

If you want to learn more about this game, or the DecaDesign project in general, visit https://www.hangmangames.com/home

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Dale Yu: Review of Decorum

Decorum

  • Designers: Charlie Mackin, Harry Mackin, Drew Tenenbaum
  • Publisher: Floodgate Games
  • Players: 2-4
  • Age: 13+
  • Time: 30-40 minutes per scenario
  • Played with review copy provided by Floodgate Games

decorum

Decorum is a cooperative, hidden information game where you and your partner share the same objective: decorate your home in a way that makes you both happy. The problem is, different things make each of you happy and nobody says exactly what they need. Can you find a happy compromise, or is it time to move out?!  

The game is played with specific scenarios – in each, the players will get a card with their secret conditions on it (somewhere between 3 and 5).  In order to win this cooperative game, all of the criteria on ALL of the cards have to be met by the end of the game.  Sounds pretty simple, right?  Well, it might be, except that you are pretty limited in how you are able to communicate in the game, so you’ll have to try to understand what your teammates want without them being able to explicitly tell you what they want.

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Dale Yu: Preview of Findorff  (2F Games)

PXL_20220409_171556588.MP

I just returned from the Gathering of Friends, and it was really nice to get back and see some of my gaming friends that I haven’t seen since 2019.  Sadly, not all of my friends were able to make the trip – and Friedemann Friese was included in that group.

 

One of the things I most look forward to about the Gathering is the chance to play some new games from companies such as 2F, CGE, and others.  I was super surprised to be asked by Joe Huber if I wanted to try the newest Friedemann game this year.  Apparently, the physical game was in New York while the designer was home in Bremen.

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Dale Yu: Review of Free Radicals

Free Radicals

  • Designer: Nathan Woll
  • Publisher: Wizkids
  • Players: 2-5
  • Age: 14+
  • Time: 45-90 minutes
  • Played with review copy provided by publisher

free radicals

Well, I’m normally not a fan of asymmetrical games – at least I’ve not found one in the past that really caught my eye.  I think that personally I get a bit frustrated with the repetition required to learn and master the rules/strategies of the different factions.  Also, many of the asymmetric games that I have played are on the longer side (Gaia Project, Root, Terra Mystica, etc) which makes them less likely to come out the dozen or more times needed to play everything.  This is not a fault of the game, this is more just what I like (or dislike) about games.  Plenty of my friends love games of this ilk, and admittedly, whenever we do play them, they tend to crush me mercilessly given their superior knowledge of the intricacies of the game which have been gained from many previous plays.

Free Radicals is a game new to all of us, and for now, we all start on the same footing.  In Free Radicals, players take control of one of ten fully asymmetrical factions, each with its own path to earn resources, power, and the knowledge stored in the “Free Radicals”, which are giant mysterious objects that appeared around the world, causing a huge evolutionary leap in technology. 

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