Showing posts with label wits and wagers. Show all posts
Showing posts with label wits and wagers. Show all posts

Tuesday, March 9, 2010

Session Report: My Week in Games

I must admit that it's pretty amazing that I need to consolidate a week's worth of session reports in one post because I'm simply playing so many games!

Games played this week:

  • Dominion (6 plays) I played Dominion with all sorts of people this week. I played one teaching game with Abby, two simultaneous games teaching several new players, a pair of 2-player games with Dave, and yet another simultaneous session in which we broke out a few of the Intrigue cards. I'm loving this game, but still feel as if my handle on strategy is fairly weak. I won two of the five games I played other than the one with Abby. The two games at one table system seems to work fairly well, though it has yet to play out quite how I expected. As players get more games under their belts and play proceeds more quickly, I envision games ending, players shuffling between the two groups, and then card sets switched out as desired. In this way players will get so see a variety of different cards and play against a number of different opponents over the course of an evening.
  • Wits & Wagers (2 plays) This one is fun and quick, and I'm glad I've been able to work in a couple plays of the game. I'm reminded, however, that it is very light.
  • Pandemic (2 plays) I recorded one play with Abby (our second game overall), and though she gets all the basic mechanics, much of the strategy is still over her head--perhaps not the best choice with her yet. Also, the Mrs. and I taught the game to a couple during their second night over for games. They enjoyed it for the most part but will probably get a better grasp on more advanced strategy in subsequent plays.
  • Race for the Galaxy (2 plays) Still loving this one despite Dave beating me in all three of the games I've played with him so far. Maybe I'm just not good at this one! So many hard decisions here to be made every turn--both in which cards to play and which to spend, and then which actions to select each round. I feel as if I have a much firmer grasp on the former, and not so much on the latter.
  • Time's Up: Title Recall (1 play) Best party game ever! Can't get enough of this one, it's the centerpiece of every party game evening we host. We have never, to my knowledge, played two games of this back to back, however, perhaps because it's a little longer than the other party games we own.
  • Cluzzle (1 play) I enjoyed my play of this on Friday. I respect the idea, the creativity, and the game system here, though I am pretty horrible at the game. I finished in last place. Again. Others I've played it with also seem a little lukewarm here despite doing significantly better in the final standings. Cluzzle still needs a few more plays before I can really decide what I think.
  • Ca$h'n Gun$ (1 play) Really enjoying this one since we added the super powers, although I'm not entirely sure that someone's super power has ever actually tipped the game in their favor yet in our plays. I'll have to pay attention to that the next time we bring it to the table. I need to run the undercover cop variant soon, but feel as if we should try the super powers a few more times first.
  • Say Anything (1 play) This one was fun as always--lots of laughter paired with creative answers. Say Anything is an excellent social game, especially with 6-8 players.
  • Ghost Stories (1 play) Our one play of this one was late in the evening, with many distractions and a little too much booze so it dragged a little. Ghost Stories really requires you to be almost fully lucid to make the most of it. We've played the last couple games on Normal difficulty (two on a scale of four, four being hardest), and that seems fairly appropriate. The next level, Hell, seems like it is going to be a decent hike in difficulty and we're not quite there yet, methinks!
  • Cheese Snatching (1 play) The cute and quick little push your luck kids game is still a favorite of mine (and the kiddos too!), and we played it yesterday before bedtime. Lincoln took this one 16 points to Abby's 14 and my 12. Apparently this is another one that I'm just not cut out for!
Well that's the last seven days in games. The coming week will probably be a little lighter game-wise since we'll be visiting family in Vermont and there will probably be fewer people looking to play games. I may aim for a gathering to get some party games to the table, however, with the family.


Sunday, March 7, 2010

My Top 4 Party Games

So I've been thinking of writing a series of 'top 10' posts, with the only catch being that I don't own or play enough games to be able to come up with a list of 10 for any particular category. Until I can remedy that minor detail, I'm thinking some lists of four might just do the trick (perhaps this means I'm currently operating at 40% of board game capacity?)


For My First List...Party Games!

I would classify most of the games I play and enjoy into two distinct categories: strategy games and party games. Some examples of popular games that would fit this mold: Strategy--Monopoly, Risk; Party--Cranium, Balderdash. Though I've felt in recent years that I lean heavily in favor of the strategy end of the gaming spectrum, recently I've been engaged by a handful of stand out party games. In no particular order:

  • Wits & Wagers The trivia game with a twist--you don't actually need to know any trivia to either win or have a great time! In Wits & Wagers you don't receive points by giving the correct answer, but rather by wagering poker chips on the answer you think is closest to the correct one. The game is quick, light, and a lot of fun. It can handle up to 7 individual players but also works well with teams so pretty much any number can join in the fun.
  • Ca$h'n Gun$ Right out of the box this game seems like it must be a blast to play--it comes loaded with six orange foam pistols. Each player takes on the role of a gangster and takes turns pointing their weapons at each other attempting to be one of the last one standing and thus earning a share of the loot. Everyone who survives eight rounds of mayhem counts up their total haul and the richest player wins! I was lukewarm on this one at first, but now that we've started playing with the more advanced rules (each gangster gets a super power: a secret special ability that will influence who they shoot and how they act) that add a much needed layer of intrigue to the game.
  • Say Anything If you've ever played Apples to Apples, this is somewhat similar but far more interesting. Players take turns drawing a card and reading one of the six questions listed, such as "In my opinion...If I could have a "BIG" anything, what would it be?" Each other player quickly writes an answer to that question, aiming to appeal to the active player's personality in such a way that their answer will be chosen. Players receive points if their answer is the one picked as the best, but there is also a betting mechanism that rewards players for being able to judge which of the given answers will be chosen. Like Ca$h'n Gun$, Say Anything is a game that needs to be played in a very lighthearted manner--it's important not to agonize too much over your answers, just write down the first thing that pops into your head and go with it, no matter how crazy (or dirty...as the case usually is!)
  • Time's Up: Title Recall My favorite game of the bunch, this one is an amazing experience. Somewhat of a combination of Taboo and Charades, Time's Up forces players to communicate with their partners as the rules for what you are allowed to say and do change each round, moving from being able to say anything except the words on your card as hints, to the final round where no verbal clues are allowed at all. As the rules get more restrictive, players have to find more creative ways to hint at the answers on their cards. An amusing misleading clue in an early round can morph into a very useful hint in later rounds--and hilarity almost always ensues! Time's Up is one of the most interactive and creative game experiences I've ever had, and it is always fun to play. The only downside to this game is that younger players who don't have a large knowledge pool may have a tough time playing, as will anyone who is very reserved and isn't willing to get a little crazy or creative to get their message across.

Sunday, March 22, 2009

Home Again

(My dog Max checking out our board games. There is barely enough space in our '95 Escort to comfortably hold them both.)



So, game night:

A couple games of For Sale in which I was soundly beaten by the Mrs.

Several rousing games of Wits & Wagers, a game at which we discover my uncle Ned is rather proficient.

A partial game of Fury of Dracula.

In the end, people bail early and game night is a bust.

Lame.

Monday, March 9, 2009

Gaming weekend: North Star party games

The family and I were in Syracuse this weekend visiting my sister-in-law and her boyfriend. We picked up copies of Wits & Wagers and Sorry! Sliders at the Target. I had been somewhat shocked that none of our local Walmart stores carried Sliders, it being a mass-market game and all.

We spent lots of time playing board games during our visit, although the vast majority consisted of the two North Star party games in my collection.

Say Anything (3 plays)

We gave this one another try, and for the most part it was a lot of fun. The four of us took our answers a little less seriously than our group had on Friday night, and we did a great job of playing the game briskly. It is possible that Say Anything was more fun this time because the players knew each other a little more and could play off that fact to a greater extent. Perhaps the game can be just as fun with new friends, but we will have to wait and see.

Wits & Wagers (4 plays)

Though I did enjoy our plays of Say Anything, I had even more fun with Wits & Wagers! Instead of answering opinion questions like Say Anything, in Wits & Wagers players answer trivia questions. After everyone has written their guess on their personal dry-erase board, each player bets on which answer is closest to the correct one. I think I found this title to be more fun than the other because the winners of each question are determined by some definite answer and not just the opinion of the current player. Like Say Anything, Wits & Wagers needs to be fast paced to be fun, but this one plays quickly by design due to the 30-second timer used during each answer phase and each betting phase. We played this with four players, but I can see it being even more fun with a full complement of seven (or even more if you play teams).

Pandemic
(1 play)

Our play of Pandemic was one of the most tense I've played thus far. Perhaps 3/4 through the player deck we only had one cure and the blue disease was on the verge of overwhelming Europe completely. For a few nervous moments we felt the game was simply out of hand and victory was impossible. A few smart decisions and a heap of luck later, however, we emerged victorious, albeit with seven total outbreaks and a precious few cards remaining.

Sorry Sliders (3 plays?)

Although it wasn't the star of the weekend we did set up Sorry! Sliders and had some fun with it. I think it will be a very enjoyable game in the right circumstances, especially at a party featuring some alcohol. Sorry! Sliders seems to be a fast paced and well designed dexterity game, entertaining for children and adults alike.

Overall the weekend was lots of fun. I only wish we'd played more strategy games, as I'd brought both Dominion and El Grande. Maybe next time...