Hanamikoji (Re-Review by Chris Wray)

  • Designer: Kota Nakayama
  • Publisher: Quick Simple Fun Games; EmperorS4 Games
  • Players: 2
  • Ages: 10 and Up
  • Time: 15 Minutes
  • Times Played: > 10

Hanamikoji.jpg

Quick Simple Fun games released Hanamikoji in the U.S. in December.  The game is currently up for a Golden Geek award in the two-player category.  

Hanamikoji, which was originally released in Japan under the name 21 Flowers, was in my Top 10 games of 2016.  It is a tossup between it and Santorini for my favorite two-player game of the year.  

Lorna had done a review of Hanamikoji back in April 2016, but more of us have played since then, so I wanted to do a quick re-review.   Continue reading

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Spyfall 2 (Game Review by Chris Wray)

  • Designer: Alexander Ushan
  • Publisher: Cryptozoic / Hobby World
  • Players: 3 – 12 Players
  • Ages: 13 and Up
  • Time: 15+ Minutes
  • Times Played: > 5

spyfall2

Spyfall came out a couple of years ago and was a big hit on the social deduction game scene, cracking into the top 20 BGG party games.  Spyfall 2 was recently released, and Cryptozoic announced that DC Spyfall (based on the DC universe) will be coming in Q4.

If you liked Spyfall, you’ll like Spyfall 2, which adds room for up to 12 players and potentially a second spy at higher player counts.  The game also features 20 new locations.  Continue reading

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Dale Yu: Review of Haspelknecht

 

Haspelknecht

  • Designer: Thomas Spitzer
  • Publisher: Capstone Games
  • Players: 2-4
  • Ages: 12+
  • Time: 60-90 minutes
  • Times played: 3, with review copy provided by Capstone Games

haspelknecht

Haspelknecht is the third game in Herr Spitzer’s Coal Trilogy (the other games being the unspellable Ruhrschifffahrt as well as Kohle & Kolonie).  I have had the chance to each of the other two Coal Series games once, and I liked my initial foray into each.  When I was approached by Capstone Games to try out Haspelknecht, I was most definitely interested.  Even more so when I read that the game length was 60-90 minutes.  Part of the reason that I had not gotten the first two games to the table more often is that it’s often hard for us to get a 2-3 hour game scheduled on our weekly game nights.

In this game, players have a personal board which shows their farm and the coal deposits hidden beneath.  The upper area is the “Pinge” – this is the low hanging fruit of coal mining – it’s lumps of coal on the ground that you can just dig up with your shovel.  You place coal cubes everywhere on your board where you see the black cube icon. Continue reading

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Review of Codinca

Codinca

  • Designer: Leonard Boyd, David Brashaw
  • Publisher: Backspindle Games Limited, Ninja Division
  • Players: 2-4
  • Ages: 8 and up
  • Time: 15-30 minutes
  • Times Played: 6
  • Game provided by the publisher for review purposes.

Codinca

Introduction

Rival treasure hunters (i.e., players) have discovered the Temple of Codinca while exploring the Yucatan rain forests.  To open the Temple and find the great treasures contained within, players must use various mechanisms to manipulate a grid of sixteen carved Symbol Tiles to match specific Key Patterns.  The first player to match their own Symbol Tiles to their four Key Patterns will unlock the secrets of Codinca.

Codinca is an abstract strategy game that combines skill and chance.  Players take turns using various actions (e.g., flipping, swapping, and shifting) to manipulate a common grid of tiles to create patterns that match their individual Key Cards.  The game is meant to be fast-paced and tactical.

Codinca was first available as a pre-production release at the Essen Game Fair (Spiel) in 2012.  Only 150 copies were available and it sold out.  A Kickstarter campaign was launched in September 2013 to fund a full production release, but it failed to reach the necessary goal.  The game largely disappeared until it re-debuted at the 2016 UK Game Expo in new pocket edition.  According to the announcement from the publisher, “the mechanics have been streamlined, the tiles made substantially chunkier, the rules include six languages (English, French, German, Dutch, Spanish & Polish), and it all comes in a very pretty pocket sized magnetic closing box.”  This review is for the new 2016 release of Codinca.

Continue reading

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Wind the Film – review

Wind the Filmpic3290975_md

  • Designer Saashi
  • Publisher Saashi & Saaashi
  • Player Count 2-4
  • Time 20 Minutes

If you remember when you had to take pictures with a camera with film and not a phone or a memory card you are in for a treat with this interesting card game. Wind the Film is the latest game from Saashi, designer of 2015’s sleeper hit Coffee Roaster.

The theme revolves around the use of a popular old camera used in japan. It allows the photographer to place 2 images in a single frame. In this game cards represent the film and the pictures. The goal to have great pictures in every roll of film.

What’s in the box:

  • English and Japanese rulebooks.
  • 84 cards numbered 1-12 in 7 colors/suites. Each color represents a roll of film and tells a little story.
  • 7 Good Shot cards one in each color.
  • 1 Sunset card
  • 1 Score pad
  • 4 summary cards

 

How to play:

The number of suites used is dependent on the number of players. A Good Shot card for each color used is available.  The sunset card is shuffled into the top portion of the bottom third of the deck.  Each player is dealt 5 cards. You are not allowed to change the order of the cards.  Then the scenes are placed in the display to draw from in 4 columns with the middle 2 columns being placed face down. The backs of the cards indicate what color the card is in addition to whether the card is numbered 1-6 or 6-12.

Choose the Scene – the active player picks up 1 to 3 cards in a row starting from the outer edge and adds them to their hand in order to the front.img_1037

Wind the Film – the player can then choose to move exactly 1 card from anywhere in their hand forward and number of spaces.img_0968

Snap the Shot – play the exact same number of cards into their tableau. Each color will have its own film strip or row.  After the first card is played they must decide whether subsequent cards will played into to the film strip of the same color by ascending or descending order. Cards must be within value 3 of the previously played card. If the card played meets the criteria it goes face up. If the card played does not meet that criteria for any film strip it is a blurry picture and must be played face down into the film strip. It is worth negative 2 at the end of the game.

If a player has a certain number of good shots which are played in the same color they may earn the Good shot bonus card worth points at the end of the game

If the display has 3 or less cards it is refilled. When the sunset card is drawn the game pauses and players play 2 additional cards from the back of their hand shrinking their hand to 3 for the remainder of the game. Prior to playing those cards they may wind the film once.

The game ends when the display has 3 or less cards after refilling. The players may wind the film once more then they play the 2 cards from the back of their hand. The film strip which matches the color of the remaining card in hand scores zero points.

Points are scored for the number of face up cards and 5 points for each good shot card.

My thoughts:

I’ve played with all player counts 2,3 and 4 and found the game played well every time.

Wind the Film makes good use of the “don’t rearrange the cards in your hand” mechanism. I like that it provides some information on the face down cards as well as cards held by opponents so you are taking calculated risks rather than just blind draws. While this has potential to be AP inducing I think the overall light weight of the game and the limitation of information will prevent this. The choices to make when “choosing the scene” or picking up cards can be straight forward or a tension filled especially later in the game. There is definitely interaction as players compete for the same cards. It’s also possible to leave other players with less than ideal scenes to choose. For a simple set collecting game I feel like Wind the Film provides an interesting challenge and makes a great filler.

Thoughts from Other Opinionated Gamers:

Joe Huber (1 play): Recently, many of the Japanese designers have pushed into the traditional European game space, adding components and complexity.  While some of these games are quite good, what drew me to Japanese games in the first place was the combination of interesting themes and simple but fresh combinations of mechanisms.  And that’s what makes Wind The Film so good – the “can’t sort your hand” dilemma of Bohnanza updated with an exception that ties in well to the very fitting theme of taking pictures on film.  I will need to play the game more to know for sure, but I’m hopeful it will move from “like” to “love” for me.

Ratings from the Opinionated Gamers

I love it! Lorna

I like it. Joe H.

Neutral.

Not for me…

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Raven (Game Review by Chris Wray)

  • Designer: Bob Kamp
  • Publisher: Drive Thru Cards
  • Players: 2 – 6
  • Ages: 8 and Up
  • Time: 30+ Minutes
  • Times Played: > 5 (on Review Copy Provided by the Designer)

Raven.jpg

Raven, a trick taking card designed by Bob Kamp and available on Drive Thru Cards, is at first glance vaguely similar to David Parlett’s Ninety Nine.  But once you get past the bidding system, this becomes a clever design all its own, complete with specialist cards and a scoring system that ramps up the tension.

I was approached by the designer about doing a review of the game, and given my love of the trick taking genre, I agreed to do so.  My group and I have played at several different player counts since, and it has been a hit with us.  This is a clever, well-designed trick taking game, and I enthusiastically recommend it.   Continue reading

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