Tag Archives: Designer Board Games

That’s A Puzzlin’: Part 2

Puzzlin_2

In my entry last week [That’s A Puzzlin’: Part I], I chronicled a little about the curious puzzle-box that Pete and I put together for a holiday I took with a two handfuls of friends at an impromptu board games retreat out in Devon last month.

In that post, I covered the first three of the five puzzles which made up the quest; so it seems only fair to document the final two, and apply some closure to what it all led to. Let’s find out:

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Puzzle #4: Rings

The purpose of Puzzle #2 (Lovecraft) was, in essence, to lead the player’s brains to think about using the Study as a hint mechanism for future clues involving books. Pete had always wanted to put in book cipher as one of the puzzles; so, having pre-prepped a candidate book with which to hide a cipher in the form of coordinates to specific page numbers, lines and words, we dropped the envelope containing Puzzle #4 on the hallway calendar on Friday evening.

I’d already hidden a copy of J. R. R. Tolkien’s The Hobbit on the bookshelf in the study when I placed the Lovecraft code within Puzzle #2, so all the players had to do for this one was to interpret the riddle and hunt for a copy of the book – which they dutifully did after a minor amount of head-scratching. Then, using the three-number combinations, they would then need to construct a sentence (to be even more accurate, a question) using the specified coordinates; likely using a bit of trial-and-error to work out what the number combinations meant before stumbling on the correct structure: [PAGE NUMBER] [LINE NUMBER] [WORD NUMBER].

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Doing so would, eventually, translate the following trivia question, giving the solution to Puzzle #4 (and on which we had banked on our player’s Lord of the Rings knowledge to come up with the correct answer; an assumption which stuck):

HOW
MANY
RINGS
OF
POWER
WERE
GIVEN
TO
MEN
?

The answer, of course, is nine; giving the directional combination (←↑) corresponding the runic ‘H’ symbol on the original “combination lock clue page”.

Now, I haven’t (yet) explained the importance of this so, before I introduce the fifth (and final) puzzle of the game, I’ll briefly go into the meaning of it all.

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Early on, Pete and I had identified that, if we dropped the various directional combinations in order across the weekend, it wouldn’t be impossible for a brute-force method (of trying all of the combinations for the last code) to bear fruit once four-fifths of the code had been ‘unlocked’. To counter this, we aimed to drip-feed the combination parts not in order, such that the risk of brute-force entry would be minimised. To add an extra layer of puzzling to the game, the players would be given clues which associated with five directional combinations (associated with five symbols) which then would then need to work out what was linked with what.

The symbols for each would be hinted at in the form of small markings on each of the initial clue envelopes containing each puzzle: Puzzle #1 (Jigsaw) had a rudimentary London Underground symbol; Puzzle #2 (Lovecraft) was a love-heart for obvious reasons; Puzzle #3 (Pigpen) had a ‘#X’ representing the two pigpen keys; Puzzle #5 (Limes) had a five-pointed star for reasons that will be revealed in the next section; but Puzzle #4 (Rings) had a runic ‘D’ because this is the symbol which is drawn on Tolkien’s map in The Hobbit marking the secret door on the Lonely Mountain. When placed all together, they would lead to a string of directions to be entered into the padlock, eventually releasing the goodies within.

Puzzle #5: Limes

The fifth, and final puzzle, drew experience from a meme that has been orbiting our circle of friends for many years: the meme of hiding limes in each other’s houses.

This tradition kind of started at the annual party at Dan’s house (“OckFest”) whereby limes would be hidden in bizarre places in Dan’s kitchen, intending them to be uncovered while performing unrelated tasks; for example: finding a lime in the box of Crunchy Nut Corn Flakes when pouring out the morning cereal; discovering a lime hidden inside the tube of kitchen roll when reaching to mop up a spillage; hearing a lime fall out of a hollowed-out French baguette when beginning to make a sandwich.

Without wishing to blow one another’s trumpets too heavily, Pete and I are professionals when it comes to the international sport of Lime-Hiding. It was inevitable that we would initiate this tradition at The Winter Games 2017, but I forget which of us had the genius of incorporating it into the Puzzle Box game. Either way, the task for the players would be to figure out how many limes were hidden in a particular room, and then to use that number as the final directional combination.

The initial clue was provided in riddle form:

How many of I
Are plucked from the tree
And made into pie
You’ll find that’s the key

See? It’s a pun. KEY LIME PIE. Like, a key to a box that’s also a hint for the players to try and find some limes somewhere.

On each lime, we drew a five-pointed star and a number specified in Roman numerals: however, the trick was that the limes would not be numbered consecutively. Overall, four limes would be hidden, with numbers I, II, IV and VI; the twist being that, if the players simply entered ‘six limes’ as the solution, they would be incorrect. Y’see, we had circled the ‘I’ in “How many of I”, indicating that the players should not – in fact – be counting the number of limes, but instead the number of ‘i’s in the numerals written on the limes; equaling five, yielding the directional combination (↓↑).

Furthermore, the missing numerals (III and V) were simply a red herring designed to make the players hunt even harder. Yes; I know I’m a meanie.

Because our original plan to hide limes in the kitchen became untenable because of the sheer people traffic that would be present in the kitchen at any one time, we were forced to change tack to hide limes in the games room annex where it was much easier to steal away time to distribute some fruit about the place. Hence, to do this, and while deployed at #TheWinterGames, I hastily mocked up an additional sheet of paper giving a hint towards the players looking in the games room by scribbling “Want to play a game?” and including it in the envelope right before deployment.

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However, due to a simple lack of properly thinking through the implications of that phrase, we kind of didn’t realise that that’s also a quote from the movie Saw, spoken by the main antogonist, ‘Jigsaw’; causing everyone to suddenly barrel down the hallway into the Dining Room (where Puzzle #1 [Jigsaw]) was still set up, frantically searching for an answer. Secondly, everyone appeared to miss the “key lime pie” solution to the clue and instead immediately leapt to the solution of “four-and-twenty blackbirds”; since, like limes, these are also a Thing™ which can be found in a tree but also baked into a pie, according to the nursery rhyme. In retrospect, it was actually a little satisfying to have the players burrow down the wrong rabbit-hole in search of this unintentional red herring [let’s call this “Winter Games Puzzle Box Stroke of Luck #2”] but, at the time, it was immensely stressful to have to watch them struggle down a futile path and yet not be able to interfere, lest I give the game away.

However, some gentle nudging highlighted that the solution was in fact ‘limes’; at which point, several reconnaissance groups were despatched to the various rooms of the house to hunt for round, green objects. After a short while, one of the search  parties returned with four limes, and fairly swiftly cottoned on the Roman Numerals code; arriving at the answer of ‘five’.

So, our players now had everything they needed to open the box; and open the box, they did. Also: I’d love to say that I’d planned to paint the box green to match the limes, but that was simply happy coincidence.

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Puzzle #Z: Endgame

So, with great expectation and encircled by a perimeter of excited (if still confused) faces, one plucky adventurer keyed in the winning combination (↓↑↓↓↑↓←↓→←↓←↑), undid the chains and, with mild trepidation, lifted the lid of the confusing green box.

Inside was a map.

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A map of the house, with an ‘X’ marked on in big, black pen. (Which Pete and I had to scribble in on location, after we’d figured out a good place to hide the prize).

The ‘X’ on the map led the participants out to the back garden where, under the cover of darkness in the late hours of the previous night, I had wrapped the final prize booty in an old carrier bag under stone lawn roller in the approximate location of the ‘X’ marking. Following a brief period of scurrying and scouting, the booty was located by a tall, loud Spaniard and brought inside to the metaphorical sound of bugle-horns heralding the arrival of a monarch returning from a crusade.

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And so, with the ‘pop-thmph’ of the cork ejaculating from the bottle and reverberating off the living room’s wall, the adventure was over; the puzzle was solved. I’ll be honest: it was a heck of a lot of fun putting it all together and I adored the act of thinking to think laterally to come up with mysteries and conundrums that would (hopefully) confuse, but enthuse, an odd assortment of my friends.

Undoubtedly, there will be another #TheWinterGames; where Pete and I join forces to do something like this again remains to be seen. Perhaps it’d be not quite as fun if the players knew who was doing it all, but perhaps that would give us even more scope to add complexity given that – in event of them getting “stuck” – they’d be able to ask for help. I don’t know, we’ll have to see what the future brings.

Either way, it’s been mighty enjoyable recapping and documenting what happened in a wonderful house a month or so ago; and I hope it has been for you, too. Godspeed, puzzlers.

[Zinar7]

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That’s a Puzzlin’: Part 1

Puzzlin_1

Almost a month ago now, myself and thirteen other board game fanatics whisked ourselves into the wilderness a house in rural Devon to spend five days (#TheWinterGames) playing board games, chilling out and having a good time.

With the above in mind, and knowing that our cohabitants were the type(s) of people to appreciate a good mystery, my friend Pete and I hatched a plan to make a series of puzzles; beginning with a simple box locked with a directional padlock and a series of cryptic clues, that would entertain throughout the weekend.

Our initial aims of this endeavour were as follows:

  1. Make an interesting puzzle-box, treasure-hunt thing to amuse people during #TheWinterGames
  2. Have a series of puzzles, each yielding a number with which to punch into a combination lock; roughly one per day
  3. Have something interesting/rewarding to find once all the puzzles have been solved and the box has been opened

To complete the above three objectives, we proceeded to put together a spiffy wooden box, some chain and a wonderful combination lock (that you unlock using a combination of directions and which looks enthusiastically like the D-pad from a video game controller) which would serve as the booty for a treasure hunt-slash-escape room-style puzzle that would blossom over the long weekend.

After sourcing a plain, pine wood box and decorating it colourfully using some bright green ink, we had a serviceable lockbox that would mysteriously appear after everyone had arrived for the weekend and, hopefully, prove sufficiently interesting to pique their curiosity. For all of the puzzle materials (letters, envelopes, etc.) I wanted to give it an ‘aged’ feel to it to sort-of imply that it was all spooky and mysterious and done by some sort of benevolent ghost, so went to great efforts to tea-stain and crinkle the paper to make them look like aged manuscripts, and used a fountain pen (and my best joined-up, slanty-posh handwriting) to make it look old and not easily identifiable as mine. It worked.

We came up with five puzzles in total, each one of which would yield a directional code which, when all put together, would each lead to a letter or number; equating to a two- or three-digit combination of UP-DOWN-LEFT-RIGHT directions when cross-referenced on a cheat sheet (see above). Discovering the complete code and entering it into the padlock would, eventually, unlock the box and reveal its clandestine contents; but not before the previous five puzzles had been solved.

Thus, at circa 1800 on Wednesday night, the lockbox (and first clue) was deposited in the study. Game on.

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Puzzle #1: Jigsaw

We’d always wanted to include a jigsaw puzzle in the remit, but had some initial difficulties in figuring out how to make it lead to a single number for input into a combination lock.

While visiting family over the Christmas holidays, I stumbled upon a jigsaw puzzle of the classic (modern) London Underground map in my parents’ games cabinet and hatched an idea to have the players identify a single station on it to find the solution. The plan was to leave out a piece showing Camden Road, and then for the players to look that up on a sheet to get the right code; see below. So far, so good.

 

Except: in my eagerness to make the puzzle not quite as time-consuming as it could be, I went through the jigsaw bag removing all the blank white pieces of the jigsaw, so that only the map itself was there, and two things happened:

  1. I accidentally took out some parts of the map itself, including the whole of Leicester Square station, and
  2. When writing the list of stations with associated letters/symbols, I kind of forgot to write Camden Road, because I’m an idiot.

However, because (1) and (2) happened at the same time [let’s call this “Winter Games Puzzle Box Stroke of Luck #1”], we could change the first solution to be “Liverpool Street” (giving an ‘R’ and therefore ↓↑↓) and pretend that it was always supposed to be like that. So, taking great effort to be VERY QUIET INDEED, we snuck downstairs very early on Thursday morning while everyone was still sleeping and re-programmed the lock suck that the new code made sense. Thanks to good fortune that no-one walked in at the wrong time to find us fiddling around, I think we got away with it. Bingo.

Puzzle #2: Lovecraft

We’d kind of figured that it made sense to put the most time-intensive puzzle (the jigsaw) at the beginning, just in case it took longer than expected for the players to finish it; from which point we could drip-feed the following, smaller, puzzles which would be less mandraulic to solve. In reality, we needn’t have worried at all, because the keen-fingers badgers had smashed it out before the end of the first night.

So, with that in mind, the next puzzle was dropped mid-morning on Thursday, where an envelope bearing a love-heart was left on the mantelpiece of the sitting room. In contrast to the speed at which the jigsaw was complete, the envelope sat above a wooden love-heart dangling in the fireplace and which NO-ONE SPOTTED for TWO WHOLE HOURS, despite Pete even setting up a Nerf gun target range trying to pew-pew at the dangling heart immediately below it.

When it was finally discoverd, the players found a riddle, in French, thus:

P21

Dans le Salle de Dessin,
La clé que vous trouverez,
Ou l’Ombre Jette,
Dans le Métier d’Amour

Loosely translated (I used Google Translate, so don’t judge me), this says:

In the Drawing-Room,
The key you will find,
Where the Shadow is Cast
In the Craft of Love

Earlier that morning (whilst also re-programming the padlock code), I’d planted a copy of H.P. Lovecraft’s The Call of Cthulhu and Other Weird Stories on the bookshelf in the Study, in amongst a bunch of other books belonging to the house. In essence, the clue aimed to lead the players to the drawing-room, and find where a shadow is cast in the Craft of Love – i.e., find a Lovecraft book on the shelf and turn to the chapter for The Shadow Over Innsmouth; one of the most famous Lovecraft stories and which we banked on at least some of the players knowing.

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After some brain-racking and some book-searching, the players eventually deciphered the clue and found the book; identifying a little ‘26’ mark at the bottom of the first page of The Shadow Over Innsmouth and giving them the direction key ↓←↓. With that, Puzzle #2 was complete.

Puzzle #3: Pigpen

I always wanted to weave in a traditional cipher into the puzzle series, and Pete liked the idea of having an “X Marks The Spot”-type puzzle with a treasure hunt inside the house, so we opted to combine the two:

Having found the blueprints for the house on the interwebs, we tried to figure out a clever place to hide something and lead to with a map. Realising that the Study and the Apple Store bedroom were identical and size and shape, this seemed a logical place to roughly sketch a room and get players to figure out a) which one it is, and b) to search inside it for the next clue.

The clue they had to find was a small, square envelope on which a “#X” was drawn on the front, matching one on the map sketch. Once found, they would open it to find a pigpen alphabet key, and a series of symbols which they must decode. The “clever” bit [note: author’s inverted commas] was making the code upside-down, meaning that the players would have to rotate the code by 180 degrees and then translate it, else it would not make sense if translated directly. To hint at this, I drew a little rotate-y arrow and a line, which had the added bonus of players thinking that they had to translate the code’s mirrored reflection instead of rotating it by π radians. I love red herrings.

Anyway; translate it correctly, and the players would reveal the solution:

X M A R K S T H E S P O T

giving ‘X’ (←↓) as the solution, and Puzzle #3 complete.

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And with that, and because I’m all out of words for one week, I will leave the second half of the story ’til Part 2, which I’ll post in a weeks’ time. All that’s left to say is: good puzzlin’, y’all.

[Zinar7]

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Sinister Sevens: Designer Board Games

BoardGamesSevens

I admit it; I’m a desperate, ravenous tabletop board gamer. This frenzy has been sweeping over me for many years now, but it’s only within the last 3-4 that it’s truly taken over every sense and synapse, and led to full-on obsession.

Since I’ve been a kid, I’ve absorbed myself in games: both console and tabletop. Whilst most of my intervening years have been dominated by video games, the recent resurgence of family-based, tabletop strategy board games in the last decade has led to Euro-style physical games falling evermore into the mainstream and many games store being drowned in an avalanche of high-quality wooden pieces and plastic/linen cards; and, consequently, my living room.

In tribute to this passion, then, I’m going to run down my favourite seven games on the market and detail a little bit about why they mean so much to me. Perhaps, through my amateurish words, I can inspire yet more people to absorb themselves in my rampaging hobby. Let’s go for it.

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1. Carcassonne (Klaus-Jürgen Wrede, 2000; published by Hans in Glück)

In almost every respect, Carcassonne is my favourite tabletop game of all time, and that will likely never change. Dismissed by some as simply a gateway game offering passage to more complex titles, one should not confuse simplicity and elegance with adolescence. A tale of tiles, Carcassonne revolves around drawing land pieces at random, placing them on an ever-expanding ‘board’, and assigning miniature wooden people (“meeples”) to be knights, farmers, robbers and priests to score points for your growing empire. However, other players are aiming to do the same, and will interfere with your progress; either by trying to steal cities, roads and farms from your possession, or placing tiles inconveniently to block your developments.

Whilst the main game mechanic opens up a significant of luck (coming down to the tile you draw on your turn), you rarely feel completely at the mercy of misfortune and there is still plenty of opportunity for backstabbing and hindering of other players, even if you continually draw unhelpful tiles. Despite the compactness of the base version of Carcassonne, there’s also a supreme amount of expansion available to elaborate on the vanilla game if you so wish, with new features and expansion sets still regularly being released.

It may be passé to claim adoration of such a simple or ‘plain’ game in a world of complex titles but, to be honest, I’m having so much fun that I couldn’t care less.

Carcassonne

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2. Takenoko (Antoine Bauza, 2011; Asmodee)

A modern classic (ish) by Antoine Bauza, Takenoko, to me, is known by only one name: Pandas.

Pandas is…a difficult game to describe: it has elements of tile-placement, hidden goals and random interference, yet fits ideally into none of these formats. The primary success of Pandas, though, lies in it daring to be different. From theme to mechanics to player engagement, it feels fresh; unburdened by restrictive gaming customs, and bringing something genuinely ‘new’ to the table (pun intended). Players build an expanding bamboo field, tended by a moving gardener and devoured by a roaming panda, aiming to complete ‘goal’ cards that are based on varying conditions. Complete seven goal cards, and it’s the end of the game.

The game is superb for player interaction, with an expanding playing area upon which bamboo pieces grow on on irrigated field tiles, and the unhelpful movements and culinary habits of the eponymous panda can destroy your finely-honed bamboo field whilst benefitting someone else. A further bonus to the main mechanics are the wonderful design strokes and charming artwork: delightfully colourful playing pieces, tiles bamboo pieces being lovely to both sight and touch, and cartoon-like miniatures representing the roving panda and gardener. Takenoko is a triumph, and one that I would introduce to any gaming environment; an entertaining romp for both newbies and seasoned gamers alike. Pandas!

Takenoko

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3. Agricola (Uwe Rosenberg, 2007; Lookout Games)

Agricola is a behemoth in the tabletop world; both in influence/acclaim and its actual, physical bulk. A game about the driest of the dry (farming in the 17th Century), it’s a heavy worker-placement game played over thirteen turns where you can do never do everything you’d like to, and compromise is the order of the day. Since its release, it’s been acclaimed as one of the greatest modern designer board games, routinely holding position near the summit of BoardGameGeek’s top 100 games. However, it’s totally an experience that takes time to drink in and appreciate; perhaps one reason why it never won Spiel des Jahres upon its release, but instead was given a special prize as “Best Complex Game”. Certainly, I don’t feel that I’ve spent enough time with Agricola to come anywhere near truly mastering its art but, one day, I will and that will be a glorious epiphany.

There’s an outstanding amount of range and variability that can be present between successive plays, thanks to huge decks of cards that dictate what occupations can be taken on and what farm improvements can be built – make no bones about it, this is a delightfully complex game that rewards those who explore every aspect, think logically and react to changing circumstances. It can be mightily brutal though, too: making sure you can feed your family, when there are a bunch of other things that you’d like to do too, can be a heartbreaking decision.

In Misery Farm, everyone dies.

Agricola

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4. 7 Wonders (Antoine Bauza, 2010; Repos Production)

As is probably becoming clear from my selections for this list, I totally have a soft spot for games designed by Antoine Bauza. To date, 7 Wonders is probably his most acclaimed game title, winning the Kennerspiel award at Spiel des Jahres 2011 for “best complex game”, and there’s a valid reason for that. It’s wonderfully put-together and crafted, with simple (concurrent) turn mechanics, fast & engaging player interactions and lovely artwork; making each player’s (of which there may be up to seven, or eight with the ‘Cities’ expansion) process of building a Wonder of the ancient world an absolute pleasure.

It’s rapidly quick; the concurrent turn order keeping things active and away from tedious Analysis Paralysis (AP); and the points salad options for points-scoring means that there’s plenty to think about in each turn/round/game. Spread over three Ages, in each one players begin with a hand of (n + 1) cards; taking one and playing it, then passing the hand to their neighbour, whereby the process continues until all cards are played. Players must build up resources, use them to construct cities with marketplaces, cultural focal points, commerce, military strength and, of course, their individual Wonder.

It’s elegant in every conceivable way, short in terms but not in terms of complexity, and with a heap of replayability that makes it a great choice for a medium-weight ‘filler’ game that makes city-building an absolute delight.

7 Wonders

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5. Tokaido (Antoine Bauza, 2012; Funforge)

Tokaido is, categorically, the prettiest designer board game ever designed (FYI: the Kickstarter collector’s edition is even more a delight), for which we have Xavier Gueniffey Durin to thank. Yes, it’s yet another Antoine Bauza title in this seven-strong list, but it accurately typifies his penchant for deriving completely novel themes and abstract (yet sensible) game mechanics, as players take on the role of Dynasty-era travellers migrating up the eponymous Tokaido Road on Japan’s coast; visiting picturesque view, hot springs and teahouses, and meeting a swathe of friendly characters and merchants.

In essence, it’s a ‘race’ game, but one which is full of charm and quirks – players cannot occupy the same ‘spot’ and the rearmost player always moves, therefore compromise must be made as to whether to jump ahead to guarantee visit to special locations, or to maximise visits by moving to the next available space. Points are awarded based on a variety of goals, with a ‘Points Salad’ approach allowing players to tackle different strategies (focussing, perhaps, on visiting particular locations or collecting certain souvenirs) and to react to other players’ circumstances. The fact that this is wrapped up in the most aesthetically-pleasing artwork is, admittedly, a bonus; but one which simply adds to the overall feel and gives the genuine feel of players going on a scenic, rewarding journey over the course of the game.

Tokaido is, at heart, a delight. Wonderful.

Tokaido

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6. Love Letter (Seiji Kanai, 2011; AEG)

Elegance is the only word that can be used to adequately describe Seiji Kanai’s microgame, Love Letter. Mechanics, artwork, components; it’s all simple, streamlined and with solid pick-up-and-playability. Formed of only sixteen cards, a beautiful velvet bag and a handful of cubes representing ‘tokens of affection’ from the Princess Annette, players must play cards until the deck runs out, attempting to draw favours from a range of colourful characters in order to deliver a letter of love to the Princess at the end of the day. The winner of the round is the player holding the highest-valued character card once there a no more cards to draw, and in the face of other players attempting to eliminate and backstab one another out of contention.

In a grand best-of-thirteen, the first player to accumulate 7/5/4 tokens of affection (for 2/3/4 players) secures the Princess’ heart and wins the game. It’s wonderfully simple and compact, and takes only minutes to pick up before players are guessing, bluffing and socially-engineering their way to the royal heart. It’s quick, easy to teach, simple to master and yet open to a wide range of strategies and opportunities for bluffing. I love it, so hard.

Love Letter

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7. Rampage [aka Terror in Meeple City] (Antoine Bauza & Ludovic Maublanc, 2013; Repos Production)

For my final choice, what remains to be selected but yet another Antoine Bauza game? Furthermore, one that is about as far removed from a traditional modern designer board game as it is possible to get, whilst still retaining a board, power cards, and wooden meeples.

Unlike all of the other titles on this list which require strategy and brainwork, Rampage is all about dexterity. Taking on the role of city-smashing monsters, (up to) four players must systematically destroy the buildings and towers of Meeple City, topple all of the resident meeples and gobble them up, using a choice of four different actions: moving your monster (by ‘flicking’ its feet across the board), smashing a building (by dropping the wooden monster pawn onto a building), breathing toxic fumes (by resting chin on monster pawn and blowing buildings down) and by lobbing vehicles (by placing a wooden vehicle on top of the monster’s head and ‘flicking’ it into buildings or other monsters).

It’s a dazzlingly physical game, and the natural antidote to the tedious end of the cube-shunting Euro game genre. In Rampage, Bauza and Maublanc have created the ideal bridge between hardcore tabletop action and the family, party game. You can’t help but be engaged by Rampage, and get sucked into the sheer fun and lunacy of a very interactive, hands-on game that’s in full flight. The snobs may dismiss it as merely a sideshow, but once you’ve played it it’ll change your mind about how tabletop games can truly bring people together in laughter.

Rampage

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So, there we have it. My top seven tabletop board games ever (or, at least, until some other awesome get released and bump some of these out of the charts). Mention should also go to some other games, which I list here for the sake of completeness:

Alhambra – Dirk Henn, 2003; Queen Games.

Thurn und Taxis  – Andreas & Karen Seyfarth, 2006; Hans im Glück.

Coloretto – Michael Schacht, 2003; Abacus Spiele.

Le Petit Prince: Fabrique-moi une Planète (The Little Prince: Make Me a Planet) – Antoine Bauza & Bruno Cathala, 2003; Ludonaute.

Splendor – Marc André, 2014; Space Cowboys.

Revolution! – Phillip duBarry, 2009; Steve Jackson Games.

[Zinar7]

 

Images from BoardGameGeek: (Carcassonne – Robert Hawkins; Takenoko – Johnathon Er; Agricola – Will McDonald; 7 Wonders – Babis Tsimoris; Tokaido – Henk Rolleman; Love Letter – Casey Lynn; Rampage – Henk Rolleman).

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